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GCIHESDA SOFIUOKS 


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Author: 
Ronald Wartow 


Additional Material: 
Bruce Nesmith 
Julian Lefay 
Kurt Kuhlman 


Editing: 
Jean Rabe 





Additional Editing: 
Jay Beale 
Kate Springle 
Bridgett Conner 


Design and Layout: 
Peggy Meile 


Artwork: 
Mark Jones, 
Shaun Mitchell 
Hoang Nguyen 
Louise Sandoval 


The Daggerfall Chronicles™ Copyright © 1996 Bethesda Softworks, A Division of Media 
Technology Limited All Rights Reserved. 


The Elder Scrolls®, Daggerfall® and Bethesda Softworks™ are designated trademarks of 
Media Technology Limited. Virgin is a registered trademark of Virgin Enterprises Limited. 
All Rights Reserved. 


No part of this publication may be reproduced or transmitted in any manner whatsoever 
including, but not limited to, electronic storage and retrieval systems, photocopy, photogra- 
phy, magnetic, mechanical or other record without the prior written permission of Media 
Technology Limited. 


The video game, characters and images covered in this book (and associated trademarks 
and copyrights) are the property of Media Technology Limited. 


ISBN: 0-92984-320-7 
Printed in the United States of America 
0987654321 


© 1996 Bethesda Softworks 


Contacting Bet 


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Send all correspondence to: Send all warranty materials to: 

Bethesda Softworks Bethesda Softworks 

1370 Piccard Drive P.O. Box 7877 

Rockville, Maryland 20850-4304 Gaithersburg, Maryland 20898-7877 
Virgin Interactive Entertainment: 


Distributed and marketed in Europe by: Virgin Interactive Entertainment (Europe) Limited. Address: 2 Kensington 
Square, London, W8 5RB. England. World Wide Web: http:/Awww.vie.co.uk/vie 


stem Requirements 


A 


COMPUTER: IBM and 100% Compatibles. 

OPERATING SYSTEM: Microsoft DOS 6.0 or greater. 

CPU: 486DX2/66 required minimum. 

VIDEO CARD: 256-color VGA, VLB or PCI bus required. 

CD-ROM Drive: Double-speed CD-ROM drive required; MPC LEVEL 2 REQUIRED. 

MEMORY: 8MB RAM required minimum. 

HARD DISK DRIVE: 50MB available space required for minimum install. 

SOUND CARDS SUPPORTED: Sound Blaster™ Sound Blaster Pro™ Sound Blaster 16™ AWE 32™ 
Pro Audio Spectrum)" Ensoniq Soundscape) Gravis Ultrasound™ and 100% compatibles. 

INPUT DEVICE: Microsoft 100% compatible mouse required. Joystick optional. 


WINDOWS 95 COMPATIBILITY: Compatible in MS-DOS mode with 16-bit CD-ROM and 
mouse drivers installed; compatible in MS-DOS box with sufficient free RAM. 








1996 Bethe: 


fa S¢ 


Cable of Contents 


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Oiaitmctinig Bee reacha SOL yee tc a seca clisccocsecesssnnracorensacastoesiasseesenseqnncessecnsesncsscosseousoesseSitaeeiasisdovesssonsseosousevees iii 
we ee ee a are iii 


ndraping the Shroud from Dagger fall .............c.cecscececscscscsesecscececscscsesesererereee] 


Ceara HIN ATE ACTON Gs succes usnstecaaeracesesttuctescosecettessne anetvecstahealtquubgaasabsonessstuoebcidcssas uensbonsonsusncshsbesuesus ecdoodeassesvestvavegiwsosceasesi 1 
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EN IN ones, EMIT 50s esvensnesdansdbrsenntereecesecels cbvoveenciensineinsen le’ 


GUT L UE ee ans «cane casas cssgusite ss somes os cota ecenaens certsectoibawassatlrtcissartcvanensatriovescssasosWasaiiiedbndsseiandsescusnsveseuncoctlet etalon 5 
Whve Dined Forran ceepesececsscvncssxnueseerees cavene eM teess cerseutannasyacucSeseue a Opa stasesceaesccescsiscenscinonessensosocdicivecncssenvissssdsoneneapbeetncesalehiee 6 
OD Re Greed: pega wa ctg eet sacs s ca caa pees tas avi cg cao es cots cert tia coats NEE vac ovecoccnseasstessnecscecccsseosasessesnsbbandsuawassonesasisibote 7 


MO MNINE ANC POA i..cicevaisacne-Ahacoonsveccocdalttbeapeooce-c2lvens... boas 


eG at Ln ee 57 ee ere <A. RE ie 11 
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Rog yidl Patera bey ies esrapecjertetaccesctxrsnncrssdeiberasesieeseosesessessastesucitsassosbsossesveshasssnsasssuésaisieassipaasetanexsatrevsssneaitsiecos eget eeeRaGGse 15 


TRUONG AGED oiissssisssiasesereesosecsadssncoascescrespanederescduatacesnann aeieeneel | 
Daggerfall’s FIV Cormerstones of Insight a = Ce eS 


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MERU A ersssscancconssnssinszisscsadtedateeeetaeesssvsecssoxsssencsensosessssccocescncsscesucscetavacasssssceuheeh@neeei ese EEMMMRgs&soacTegeMnentitsessebevstiestsaieatdusesssh 37 
PREP UEALION pcsskeceseccssscnssnsacetbsreeestusesesssseenasdesdsenssnsasbageasstosseosacnssoasseneeusiocsUt Meal coeammaMnEDmEMesieestrsecvanss apetvesers cstees uveestisapeint 40 
Shai arta Achvancenne nt sicaiesassssscesssscssessosssesssionsnsssstbarsssdvocsesssobesnsessuensssssavonsdauameneeenenttenense comet teteoteteraceateccnscentestteaerer 42 


Exploring Tamricl PHOTO OHHH HEHEHE HEHEHE EEE HEHEHE EEFH HEE E EHH EEE HEHE ESE HE EEO HEHE OEE EH OEEHOHOHEOHOOEEE 45 


Megaye ak thee Loagniid cesta ices oscucenvesensscssaicouncacugbottatacec ansncconsonszon dugden teas susteaebareerespeatnessoevseaieusestcciseusvansosscocolereesnvenvisas 45 
Tammiel’s. Weather by Chimate and Season sis..sssaptsesesacseconsnscsssess¥onguesstessontanendahestenstpestosoucacaescscuscesivesssucnssucesculivietteaeteds 47 
Travel, Movement, and Fatigue.......cssccsouccsesecoscnthnteasssaeteassossstsssssathguestents ctmle acesitfes stat pesssuscesssesssssensonsonscageterpaieyeess 48 


© 1996 Bethesda Softworks U 





The Daggerfall Chronicies 


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When, Where, and How to Save the Best Games 
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Effect: 4 





Civilization 5 TE: RO eres, I We BR RIE 


Guilds, Temples of the Gods and Goddesses, and Orders.esssssssssssssssnssessssessnesssnsesssssssseessneeessnesssssecsssssessneceensseessensens OO 
Generte Guild Rules 





vi © 1996 Bethesda Softworks 





Table of Contents 


DI Aig CA NGL cote soe ety fsbo santa sgrpdonveiecc tis odGose tc BASS cc nah vous OTe RE os ac SS 5&4 
a ne a ame eae 86 
TO iia Crider Sree easton env co cloptapasGoosens is SVC MMMM PO Essa iessscn vce SoG ARRER vessels guavewesveaveesiooe 87 
DIARIO Ger L000 cccaecme tee Sons ssusll at Sien siete aUvaglee Seaevvee PERSO Soot ons cS rSbvsuazos chests to MMMM ses ccf teases soeleica navies BSS 88 
10) genes a 90 
DS I eS 98 







hte ‘Tan teeter nag Br Manic re ners cata esso da SssncagsuceapPlnegoreceaseoosctsdnnconnsseoLessnbn unnhsssns hives chusciuapeaasadtObiaesesoseesoneesene 102 
CottlaaxC riya and Pinta Pires: cccseceseeeasetneabcdss ceca hee ives va vuassnsssttbceaossssniaasecs cused CONOR EE Ee sssvorscsvnsensere 102 
DIT R Sos ceartet rites sev acs aus oO REIRS eS OIET chan oe EET ino RPS aGs danse EE oo EE ON cass osuesit 102 


ESA acta, roan SoA NGalaces sete cant cote Create TNO eae loess etl hdc cc ousi5 as MRS RA TBS esis cs vcavscocuisccnsshsacoeota hasefivivovens ee 105 


ae a ee = ers 


Oe 





SSPE HB ParideCtbees cud festh 5 <iueysey esd MMMM assasd0sstaaisncascssalsuflnucssveptpecterrs eveiocayoasesvseasdteditiesiuussusssusizocscoitcosseneste he MMaabaatee 105 
Magic Makers iisressiscscessstasatssosstenesstbsceeesy Witsscoascuge tas vurieedStectoate Passa do ads casevcain~svetiahizoncuidoncsevacterstscassticeatocst MMPTONITS 113 
CrecdtinggsS petty vioign Scnnale (Spel Leaher) aeeteses bss cc tcs akpi cose RO GERRENSv eevee sssosvianicsciaiessvsonieeasnecuusburnessesedastesbosieesune 115 
Piper raeeag LEIS CL Lear aN eI osc cssss0 08: cics0sssSeegebtgp vskstinsces MERE Rbvisosostavcons eat ORE eas onensce eee divzealnionsscccens einen haR 
Soul Geiss a ativcteress...s.ocietenguadienssiuiec- 
Stirring Cauldrons (PotionMaker) 
PGi Ore RECT ES 5h ates gmnendme erect erty scan wcosacsccSSSLEateM ores sactsnséessetesscursnsannsdhiviniesece Meme as cwsketsers 
MOPS Ni fa pe feet ons o bases scon ons cbnvsecenncilinns ctMpigivones Gud bconesligsaeci aOagaus Hone tac anal ED 
Close Encounters of the app }\ | re’ eM be TLC 
\ IMeamnatere topes csasssoatertanivontegvewa eonxevsnssosadzeoassestnesactsessbvssisosnosovonvozoessoonssadassesessedetinas)sbtnesonsxisoessousebousalstecnseeetolagltieaon che 135 
RREGELOVA AIA SG GTEDALELOGREMD Ry sasanssUlessriitactlieioivsesebgecessgovseneneescepbcbuincesisnsllnncsiiste MRD ERE Gs Sa tc 155 
SUAS LERMRAITE RENO C11 PCIE TMLACLEC ssievssnosvusssaniveecosssnesssnsvestsibesadeatggiotsontostosesicsttttstiuspleM MME etressPelarsto i brcoettaverostSboensnesLssussaste 156 
Reet OES EOP: COTE PORN tress ts ocanssscsesevvssscncsscocesssveosonssuanpinanerisnses5it SAAS SSM MmMtahiycvotas<demeEeboat ssenseovstssssbessiae 148 
fipmcrontation— Real Time Rabat -...-.......cs.ecenoseqntiveonvscsovecsseseconsensnss soi seiteeesi am Mie sorvesourtoadedersxsvoweestitybcntlasiesse 149 
CUBE eae cctMeE caaaasschcceepecssecassonesesocoodipeansstionddsccedptbnadbensactsssecassosolinsolieis¢0050¢10 RRM ER REP ee eae tT 149 


Daggerfall Combat Formulae and Saving Throws 
Magical Combats ‘ 


ARGASIPE BUA GOL esse eels... ssccnss-csscocnssssassocaseehes 








Live to Fight Another Day 


© 1996 Bethesda Softworks vil 








The PDaggerfall Chronicies 


Objects d js edge Tage 5 ee ian 


PRYPAECCES sxch sscancctcstssecsnvesensashssssnsvetssosseapuansences 






Saving Throw) sesso 


Daggerfall’s Glory Road— The Complete Walkthrough... ccc 1g 


Narrative 








The Battle of Cryngaine Field. 
DE DERISELEENS LOI VG sitsnossscssnsseg AU Paposso cess REM EREE Seostssssetvs4s tH OR PlaecebscsasstesssovosaisegpesseseoonayenecLocen sous iesesca Usban\Susscs ep psec aR TS ANP 185 
ERIE Ele POsrrtaisa i sisccovesressstlvateetvistennssvcotePebensar Riana cen PR AS ee ee OCC See 186 
MES OG? ee a.) a: a. ae eS so ir Ree Pee yee 188 
SO GACHS carted OD ty NIRERIIN ca casersesoecusasnasnepatllfevereoosvesennecesoeséssucny ivesaszorn set pemUsesonannsecsvboh sogsel teanagmesvasvotapenseasixapeveasaat vas 188 
Introduction 
PAE ENO ESFOCLCDS oxcssasessinjteiasonenvensssishonnsnnsassnsessanuasasivess Mtaietteppeasindacbivesd rcs atinnaiy rr SCs gaaeee Rega csanasesoToSoyssctethasaosss ico 189 
MRO OIIESE vccsesssonsneoncearstesusncieosstasesécesocossseswesovneousoseutignnsnad ae taststes suse’ vsaasbetetsh cei ro lanvad tat tami MrameaTi cas Cs fusesi0ason4gaivetters 190 
EAE IIL tsassnqraeatipytaeetctepe antes evessavqsssensvosssnssesnestniajatsvasnsdnestqMMMapenbbnesvntsSaqsssshs0b0¢Qiei Stel Gee Osetee Uae amEe emeRMETPEEEE 0000 Cg Soe 19] 
MEARE GRIT NTO LACIE ATEDPILS covsyeoceectconnrsvevovessnccsocceonnponesusvesessngveoeceietcTapHMEetali@i soo tThAGGE Otishs ec eetetO Gi eT ¥o aemaRaRRU ee cise ter 192 
ICORGEETE FOP INGLE ATE sso svnssoscsscvonnsscassecovnsencacteststoessse‘esnsstigsecebrootbywseanesSsaisgpelMtanpeasttanettpllsssscagrssConibuosssenneshusieesora¥ei MRMagentes OTTdis setae 195 
Tee cates stscsveccssstitnsiusesensssnsesnsovonsusssss SOEgROebbE40COSHMGEAESONSE cs €SoczeO IEEE ey FTE Cig SeAGpnoSb Soon en vasevoisosereaet at EER aE ee 
Elysanas Robe 
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BER TPAPIUCEEL ssicisessossnnssnscssstpsanisidnsesnocasssvéosonnssssoosshssueessseesshiussastheSdagamPeD te sgdieppertipehesteeaacteepstsepea teeclovevasixessupeeeecoptadsay agevasiacCerORGRea oe 195 
Se AA EAL PIENC6 ..svvssattaccnapbagessesssenssusssesivopeosssessessccossseesiessessnesdEReMRMmaRERD DOebEstissooeosst¥teloes oO Rbeta sirtsrdoesuad TettaTUet eee Trt 1% 
EES SIODER Ord COUPLED ssessc Retr oronavenessucscscstetteceesossoueyeseezsirsn HI MURMMEEREREIORED/ ssensssestceovsusnsssssecsous SPER REEMTD I Osséehb Sapo SR SET 196 
MPR IRIAC Od LeCLbCrd ecoxssesassgessnntMGonesossonssssvususcsshostecossosssecnepiaetans omg ssibsachptasssssiasessccooooosososonsosSiohstheO MeMudelasdnasasstsss+« «saftey AAats 197 
Seth fo Lac «.ssscssssssessncentip osc emeeeciadaaag thst toed ace MREREMRMDG vasnaovsavscseocebvonssccedteconescugiige OpMmtgamtto «107 Foe RORRETATT 198 


vill © 1996 Bethesda Softworks 


e 








Major Character Classes 





Piz erZiGO POOR sie Ob p ep bonevsvcdatacasqiet easier taSa tite, Rey Soocsca Mam PORRERS ap t59sodcootsdthocenoseses PEEEMRERERE DN csaSaRR Censstan cbeneaDth snr odagane adv eap ANG 198 
Perit brtey WHE TULL secs cvsastabcroccocisobedewoshaesevescosbtesiuntoeoyonsnes ts F0Tb tegbeeETGes Sees} ibiesucnssssosottor ty otetsirarbontentienes t+ estacsaraenéy-aeeeeealzt 199 
OOeusa Esrmarn ch PCA eae csspsszseensncetstecosesoosssaysasoosovossceccccsisssssolaluataatet@adtdEgapentq iver inthoisioavesantovssyyadessasstsssosaagaadltnreaibsestissssneedigteseeessocenscetts 200 
Teste nil WES DET ae Myatt eter gs oases ccxactousseisvcer?eanstiicect napeer NCR tvsosteSpriete ccgooteododisbsscoestbg sR SCSTHEMEAVEEEAEEG:toe0soiNbesiaShappestts vob tothes 201 
hedonic SP YeeQ0in s,s crcetestatacemPea gt stabs noes -steuccoannsscsebosbourodtststebecosevbossskoposvescssinnessscesssose 201 
Dust of Restful Death ..... 202 
Vida tig Pe De lA ECO execs Pete Pe resc nl asteP scan tnnnsnsapperecssvccnscnosovsthogpocosesacentvesss ib hlsrs20eahdqnatSBaFW sAATEREIEGPIRORTEasaeeso eh rosesécbee 205 
TE ppeariiag! REVI GE csvsseotsssstetetnacsaoreotonesevTaseterasy fibers PerboeteaaReiassssosssnsssenssre0tiGaianssosonesstardsetey Cast bon ecgestclMtaSteerTPPOSIPMRSBEEvoecHapaassvevssvessseas 205 
ML ee Minin be ig Teves Lee ress urvaettara cocstss avons eeeecapasases csssscoats reactor estoriseceeoos'+ st SRSESSMDAYES SsennadusesencHRgapitec os dWbaanislegeyeiaessveestoteteeteshvoassesseevesex 204 
PE GgerTicl of PEECAN A Lee isa sttes eters et rs OMe Bs asane cb uct ATCO IRRghe OATONT Gp sesessvessensinbSbessogseessiegaanMigrinodSoroce spec Demaragt ge see 205 
Dstt, “LOLITA SOME GELS EMER AIPA artarecasteceessxcvcteetssstlsctosssSobshasosooussbea0ledapgt rocaRtTirberooagaghiosssbsococeseesonenccrsecenssdestesorsetsesetueedMtssepyreveTR 206 
FOLEY LEU EW ACEIDET UCU sc sinyystestostatet pepo eet acer Sttecsccgssocoesscseneneonoosocsssssenovobogondbonelbsngeeievsseendeccecesogseceysegsbadocecstencosenegagegostseticolvorésoe+ Oban 207 


: The Dungeons OE RO ee eee 


andex 







Pyrtpreatcer SEIU A cecatavastsss<ctthccssccattcs or aM FO ROME cloys cere eTOCs oevnssvsssvsnnspnisdtoonsossosoniiensncnosensbalbosTbdivsceontenTotalTit 210 
SCOttG BEPrOW sosensionssrcssrnseyssoesocsksessssonessosessossveebebsseesobaceseossasnisbassecceosssstebapelaapiogtlaassesssssssessssseasissvesqsecescsssecencceenenseeegroraensggngvensesoins 212 
SPaeetsare garb ceckessctlssbsaseoncssccoMeasedissescisovosoobdobente@ibgaqasssssigeosth | Ee ARR ee 216 
Coadtle Damugeryiallasscseseesesovndtssehttbeptonsosvvininesesaesizionessonvnar ester itanncosersensseseaalebovesonsapataorleab agai sorssinssesannnianeeesas sae Neaan 219 
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VW 7evchelbectere Ed AU recseseeteaea tected ecto caaseainaGostsoadessessasonnnusticondnovangecitsakopoeacissnesdteteGtey snes etd meDseeeTEN sodas 2S fen love NeneeryelN tev eeneeOlsste 245 
AUD rabc HI EPR TREN. sis soe capeUtaa ty AEM ooo socvssbcassinnsascbsobapcenconiacscovnze Gibcesigteovateghblbces Asénas ed oft ERRMMRET deat ctoet et estssestnGiontas vb akiccsnssansessi ESE 249 


SR EEO ARUN 


© 1996 Bethesda Softworks ix 





» ky 


aggertall is a fantasy role-playing game 
with rich stories of court intrigue, treac 
knightly conflicts, and the inevitable str 
between good and evil. This fictional wei 


)in complexity and filled with surprises. But it is 


+ 


ymplete without you. 


The stage for this epic is Tamriel, a striking continent with 
yerse terrain and impressive buildings. The Tamrielic Calen 


Tamriel’s landscape is brimming with magnificent cities an 
e dungeons. You'll also find eaves and castles —and all 
cary places. The civilized jewels in Tamriel’s crown are © 

$ ensconced in the impressive cities of Daggerfall, Wa 


Sees e hatched and conspiracies are set in motion 


ugust build 





© 1996 Bethesda Softworks: ae na cence 


The Daggerfall Chronicles 





your wildest imagination. Of course, you can’t simply walk up and 
retrieve a gem-encrusted sword. The huge Iron Atronach or the spellcast- 
ing Battlemage guarding it might take umbrage. 


You can interact with many of Tamriel’s inhabitants, all of whom have 
reputations. These reputations and personal interchanges dictate world 
events. In addition, every body politic and impolitic are also affected. 
From the guilds to the temples to the royal families —the story could 
unfold differently depending on your reputation and actions. Be 
warned —cities could be lost by a simple slip of the tongue. 


Combine all that with the wide and varied states and conditions of the 
political entities in Tamriel, and you have several rousing adventures in 
store. Peaceful and not-so-peaceful encounters will flow your way. 
Remarkable quests and dangerous endeavors await. The emperor and his 
Battlemage, as well as dozens of members of royal houses, deliver quests 
of ever-increasing importance. The very fate of the empire rides on your 


deeds! 


The quests and journeys are not merely strolls in the park. Along the 
way, horrible beasts, undead creatures, and mages casting the magic of 
the night block every step. The road can be long. It sometimes ends in 
unthinkable tragedy, as loved ones are slaughtered, kidnapped, or done in 
by foul play. 

In the beginning, Daggerfall finds the player character (PC) sum- 
moned by Emperor Uriel Septim on a mission in the High Rock city-state 
of Daggerfall. The spirit of the recently departed king of Daggerfall, who 
was a great friend and ally of the Emperor, is haunting the court and 
streets of his former city, crying for revenge, bringing pestilence and dis- 
trust in his wake. The PC is to free the king’s soul from its torment. 
Seemingly as an aside, the Emperor then mentions that there is a certain 
letter he sent to the queen of Daggerfall some months ago, to which he 
has received no reply. The letter apparently contains some personal 
remembrances, and it would be an embarrassment should it fall into 
strangers’ hands. The PC is to retrieve this letter. 


As the PC investigates the two quests, stories of madness, unrequited 
love, dark sorcery, seduction and betrayal, and a plot to recreate a power- 
ful force from a dark era surface. The actions of the PC will determine 
who if any will wield this power and what will be the fate of Daggerfall 
and the Empire of Tamriel itself. 


© 1996 Bethesda Softworks 





Wndraping the Shroud from Daggerfall 


What's in This Book 


This book exposes the inner workings of Daggerfall, plus gives hints, 
tips, and special information on how to complete the game with panache 
and honor. Those who want broad level hints have them. Those who wish 
to examine and analyze the complicated formulas for how things work 


will have a field day. 


The book will reveal everything from helpful exploring techniques to 
sure-fire ways to defeat even the toughest monsters. Many tables, charts, 
and maps will give you special insight into how to overcome those pesky 
obstacles that inevitably pop up. 


Learn the unfolding story of Daggerfall. Prepare to be walked 
through the 12 so-called story dungeons, places that are vital to complet- 
ing the game. You will even learn about the multiple endings possible. 
The fate of Tamriel is in your hands. 


However you use this book, remember that Daggerfall is all about 
having fun..... 


© 1996 Bethesda Softworks 5 





ae «= mricl’s 
Timeline 


oe = Ue st Za 


Oldest date given in written record. Camorian D 
founded by King Eplear. 

King Harald conquers Skyrim. 

King Harald dies at the age of 108. King Hjalmer 


succeeds. 


King Hjalmer dies. His youngest son, King Vrag 
the Gifted follows. os 
Skyrim expands and swallows up Morrowind and. 
High Rock. ; 
Daggerfall founded. 


Clan Direnni rises through political maneuverin 
and questionable machinations. 


im War of S cession begins. 





©-1996 Bethesda Softworks = - ae 


The Daggerfall Chronicles 





1E 401 


1E 477 


1E 498 
1E 950 
1E 980 
LE 983 


1E 989 


Skyrim loses Morrowind and High Rock in Skyrim 
War of Succession. 


Clan Direnni now controls High Rock and large parts of 
Skyrim and Hammerfell. 


After years of power, the Direnni clan falls. 
Beginning of the Siege of Orsinium (Orc Stronghold). 
Orsinium falls. 


With opening of Bjoulsae River, open trade between provinces 
flourishes. Great social and technological boosts, including 
writing, ensue. 


Wayrest grows from a small village to a major city. 


1E 1100 Wayrest becomes a city-state. 


1E 2200 The Thrassian Plague kills half of Tamriel’s population. Nobility 


from Daggerfall, Sentinel, and Wayrest escape to the Isle of 
Balfiera. 


1E 2813 Throughout Tamriel, Cyrodilic becomes language of all legal 


2E 230 
2E 324 


2E 431 


documents, replacing High Elven. Cyrodilic is the ancestor of 
the modern Tamrielic language. 


Che wd Era 


First Mages Guild formed. 


Members of the Morag Tong assassinate Potentate Versidue- 
Shaie. The Tong is outlawed forever and persecuted. They 
reform secretly under the name The Dark Brotherhood. 


Civil wars and insurrection dissolve the Tamrielic Empire. 


© 1996 Bethesda Softworks 





2E 563 


2E 603 
2E 896 


3E0 
5E 38 
3E 40 


5E 53 
3E 64 
5E 82 
3E 98 
3E 110 


3E 121 


Tamriel’s Timeline 


Voyage of the Crimson Ship, filled with Kothringi tribesmen 
fleeing a deadly flu. The ship set out of Black Marsh on 9 First 
Seed. After a year of unsuccessfully trying to port at many 
Tamriel locations, it sets off west through the Abeccean Sea. 
The ship and its passengers were never seen again. 


Last documented case of the Knahaten Flu. 


Tiber Septim conquers all of Tamriel. 


Che 3rd Era 


Tiber Septim begins Septim Dynasty. 
Tiber Septim dies, succeeded by Pelagias I. 


Pelagius I assassinated by the Dark Brotherhood, succeeded by 
his cousin Kintyra I. 


Kintyra I dies, succeeded by her son Uriel I. 

Uriel I dies, succeeded by his son Uriel II. 

Uriel I dies, succeeded by his son, Pelagius II. 
Pelagius III dies, succeeded by his son, Antiochus I. 
War of the Isle. 


King Orgnum of the island-kingdom Pyandonea holds siege on 
Summurset Isle. The high elven kings and Antiochus I destroy 
Orgnum’s fleet. The magical ever-full coffer of King Orgnum is 
lost at sea. It is reputed (by doubtful sources) to have resurfaced 
from time to time all across Tamriel. 


Kintyra II imprisoned by her cousin, Uriel III, who claims the 
Imperial throne. War of the Red Diamond, the symbol of the 


Imperial Family of Septim, commences. 


© 1996 Bethesda Softworks i 


The Daggerfall Chronicies 


3E 127 


3E 147 


3E 247 
3E 249 


3E 253 


5E 288 
5E 290 


5E 317 
3E 339 


3E 346 
SE 368 


3E 370 
SE 375 
35E 389 





War of the Red Diamond ends when Uriel III is defeated in the 
Battle of Ichidag by his uncle, Cephorus. Cephorus I crowned 
Emperor of Tamriel. 


Pelagius III's wife, Katariah, declared Empress Regent. 
Pelagius III is popularly believed to have gone insane, though it 
may have been a physical malady that forced him to declare 
himself incompetent to reign. 


Uriel IV dies, succeeded by his cousin, Cephorus II. 


Haymon, the Camoran Usurper, conquers eastern Valenwood. 
Haymon’s claim to the Camoran throne and his very origins are 
still debated by historical scholars. The most persistent legend is 
that he was the progeny of a Breton woman and the daedra 
Molag Bal. Certainly his army was largely supernatural, but so 
was that of his archfoe, the Baron of Dwynnen. 


Battle of Dragontooth. Haymon, the Camoran Usurper, defeats 
the armies of Taneth and Rihad, taking southern Hammerfell. 


Uriel V leads invasion of Akavir. 


Battle of Ionith in the continent of Akavir. Uriel V killed. Uriel 
VI becomes Emperor. 


Uriel VI dies, succeeded by his sister, Morihatha. 


Morihatha | assassinated. Her nephew, Pelagius IV, becomes 
emperor of Tamriel. 


Uriel VII born. 


Pelagius IV dies. Emperor Uriel VII becomes emperor of 


Tamriel. 
Arena PC born. 
Daggerfall PC born. 


Jagar Tharn imitates Uriel VII. The Imperial Battlemage 
treacherously imprisoned the Emperor in another dimension 
and wove an illusionary spell to disguise himself as the Emperor. 


© 1996 Bethesda Softworks 





5E 396 


5E 399 
3E 401 


3E 402 
3E 403 


3E 404 


3E 405 


Contemporary historians refer to this period from 3E 389 to 3E 
399, somewhat euphemistically, as The Imperial Simulacrum. 


War of the Blue Divide between eastern Valenwood and 
Summurset Isle; Summurset Isle wins. 


The Five Year War between western Valenwood and Elsweyr; 
Elsweyr wins. 


The Arnesian War between Black Marsh and Morrowind; 


Morrowind wins. 


The War of the Bend’r-mahk with High Rock and Hammerfell 
and Skyrim; Skyrim wins. 


Jagar Tharn is defeated; Uriel VII returns. 


Nulfaga discovers the location of Mantella, informs Emperor, 
Emperor sends letter. 


Betony War begins. 


Betony War ends with Battle of Cryngaine Field and death of 
Daggerfall’s King Lysandus. Succeeded by son, Gothryd. 


Gothryd marries Aubk-i, letter arrives, Lysandus begins haunt- 
ing Daggerfall. 


Daggerfall PC sent to Daggerfall. 





© 1996 Bethesda Softworks 


Tamriel’s Timeline 





“the Raval § 


uch of what occurs during Dagg 


influenced and dependent upon 
classes of almighty characters, five Go 


three Goddesses, and 16 Daedra. 


dods and Goddesses spread their spheres of influence t 
temples that dot the Tamriel landscape. Extensive 
services can be for the PC: S ee if the the PGs jo 





ao Sphere of Influence Sumbol 


Akatosh The Dragon God of Time 


God of the Cycle of Birth 
and Death 


Dibella Goddess of Beauty 


Julianos God of Wisdom and Logic 


Kynareth Goddess of Air 


Mara Mother-Goddess and 
Goddess of Love 





©1996 Bethesda Softworks 











God/Goddess Sphere of Influence  Sumbol | 
: God of Mercy % i i ~y> | 










God of Work and _ | 


Gods and Goddesses Separated bu Region 


Region (Alpha) Patron God Region Patron God (Alpha) 
Abibon-Gora Dibella Bergama Akatosh 
Kynareth Isle of Balfiera Akatosh 
Alik’r Desert Stendarr Wayrest Akatosh 
Anticlere Mara Ayasofya Arkay 
Antiphyllos Mara Orsinium Arkay 
Ayasofya Arkay . Sentinel Arkay 
Bergama Akatosh Abibon-Gora Dibella 
Betony Mara Daenia Dibella 
Bhoriane Stendarr Dwynnen Dibella 
Bjoulsae River Zenithar Gavaudon Dibella 
Cybiades Julianos Lainlyn ~ Dibella 
Daenia Dibella Satakalaam Dibella 
Daggerfall Kynareth Tulune Dibella 













































































Dak’fron Stendarr Cybiades Julianos 








Dragontail Mountains Zenithar Koegria Julianos 








Dwynnen Dibella Menevia Julianos 








Ephesus Mara Pothago Julianos 








Gavaudon Dibella Tigonus Julianos 








Glenpoint Zenithar Alcaire Kynareth 








Glenumbra Moors Mara Daggerfall Kynareth 


12 : © 1996 Bethesda Softworks 































Gods and Goddesses Separated bu Region 


Region (Alpha) Patron God Region Patron God (Alpha) 

































































































































































Ilessan Hills Zenithar Kozanset Kynareth 
Isle of Balfiera Akatosh Myrkwasa Kynareth 
Kairou Zenithar Wrothgarian Mountains Kynareth 
- Kambria Zenithar Anticlere Mara 
Koegria Julianos Antiphyllos Mara 
Kozanset Kynareth Betony Mara 
Lainlyn Dibella Ephesus Mara 
Menevia Julianos Glenumbra Moors Mara 
Mournoth Stendarr Northmoor Mara 
Myrkwasa Kynareth Ykalon Mara 
Northmoor Mara Alik’r Desert Stendarr 
Orsinium Arkay Bhoriane Stendarr 
Phrygias Stendarr Dak’fron Stendarr 
Pothago Julianos Mournoth Stendarr 
Santaki Stendarr Phrygias Stendarr 
Satakalaam Dibella Santaki Stendarr 
Sentinel Arkay Urvaius Stendarr 
Shalgora Zenithar Bjoulsae River Zenithar 
Tigonus Julianos Dragontail Mountains —_Zenithar 
Totambu Zenithar Glenpoint Zenithar 
Tulune Dibella Ilessan Hills Zenithar 
Urvaius Stendarr Kairou Zenithar 
Wayrest Akatosh Kambria Zenithar 
Wrothgarian Mountains Kynareth Shalgora Zenithar 
Ykalon Mara Totambu Zenithar 


ie aS 7 
¢ — Except for Arkay, all cures cost 250 gold pieces per level. 


© 1996 Bethesda Softworks 








aug 


s Dacdra 








Boethiah 





Daedra are magical creatures summoned from another dimension. 
Each has very special skills that aid or impede the PC journeying through 
the Daggerfall story. Daedra can destroy the PC under certain circum- 
stances. Summonings occur at various places throughout Tamriel. 


Sphere of Influence 


Dusk and dawn. 





Deceit and Conspiracies. Hidden or secret plots involving power or death. 











Clavicus Vile 





Grants powers and wishes through ritual summonings. 








Hermaeus Mora 





Hircine 






Grants visions of the past and future. Keeper of knowledge and memory. 





The Master of the Hunt. To hunt those targeted by Daedras. 












Malacath 
Mehrunes Dagon 








Curses. Patron of the spurned and ostracized. 





Destruction, conflagration, any large amount of uncontrolled energy. 








































Mephala Known as The Spinner, The Spider, The Webspinner. Interferes in mortal 
affairs mainly for the entertainment value. 

Meridia The Keeper. Life energy. 

Molag Bal Known as The Schemer. Eating souls and adding souls to his domain through 
conflict and strife on the mortal plane of existence. Domination of mortals. 

Namira 








Nocturnal 







Known as the Spirit Daedra. Old darker nature, the spirits dark and shadow, 


insects, spiders and most other creepy things. 


Night Mistress. The night and darkness. 














Peryite 





The Taskmaster. Lord of the lowest minions of Oblivion. 








Sanguine 








Wild orgies and similar events of darker natures. 





Sheogorath 






Vaernima 







Madness. 





Mistress of dreams and nightmares. The bearer of evil omens. 


© 1996 Bethesda Softworks 





© 1996 Bethesda Softworks 


_Nulfaga 
b.3E 336 


Mynisera Cameron ~~ AK 


—<> HE 353 b.3E 368 —<>—b 
1.36403 >. 3 403 


Gothryd — — Aubk-i 
3Es1 CSE 


arenziah 
“ 2E 893 





The Divine and the Royals 





© 1996 Bethesda Softworks 


Lajor Tharacee 
Classes. 


he character a player chooses 


determines how easy-or hard the 


game will be to complete. In addition 


all characters have the ability to 


eestor inthe Daggerfall world —play to win or 


play just to participate. Two players, with different 


aracters will likely be playing different games. 


a While the player he the ability to create a custom 
lass, as descr ibed i in gota in ie as se Manual, 


was too uw tate in my et) 


© Before selecting any of the pregenerated classes, take 
a moment to glance thr. ee the ipllow ie: char t Vital 





The Paggerfall Chronicies 








Thief (act, spp) 
Primary Skills: Dodging, Short Blade, Stealth 
Major Skills: Lockpicking, Backstabbing, Climbing 
Advantages: None 
Disadvantages (5): Forbidden Armor Type (chain, plate), Forbidden 
Shield Type (round, kite, tower) 


Burglar (AGI, SPD) 
Primary Skills: Lockpicking, Climbing, Stealth 
Mayor Skills: Dodging, Mercantile, Short Blade 
Advantages: None 
Disadvantages (6): Forbidden Armor Type (chain, plate), Forbidden 
Shield Type (buckler, round, kite, tower) 


Assassin caci, str) 
Primary Skills: Critical Strike, Backstabbing, Stealth 
Mayor Skills: Short Blade, Long Blade, Blunt 
Advantages: Bonus chance to hit humanoids 
Disadvantages (6): Forbidden Armor Type (chain, plate), Forbidden 
Shield Type (buckler, round, kite, tower) 


Rogue (act, str) 
Primary Skills: Long Blade, Stealth, Dodging 
Mayor Skills: Pickpocketing, Backstabbing, Streetwise 
Advantages: None 
Disadvantages (2): Forbidden Armor Type (plate), Forbidden Shield 
Type (tower) 


Acrobat cacti, spp) 
Primary Skills: Dodging, Running, Jumping 
Mayor Skills: Stealth, Hand-to-Hand, Climbing 
Advantages (2): Athleticism, Adrenaline Rush 
Disadvantages (7): Forbidden Armor Type (chain, plate), Forbidden 
Shield Type (buckler, round, kite, tower), Forbidden Weaponry (axe) 


© 1996 Bethesda Softworks 





Bard ant, per) 


Primary Skills: Streetwise, Etiquette, Pickpocket 
Mayor Skills: Stealth, Short Blade, Hand-to-Hand 
Advantages (1): INT in Spell Points 
' Disadvantages (2): Forbidden Armor Type (plate), Forbidden Shield 
Type (tower) 


Wattior srr, acy 
Primary Skill: Long Blade, Axe, Blunt 
Mayor Skills: Short Blade, Hand-to-Hand, Archery 
Advantages: None 
Disadvantages: None 


BNght re, Per) 


Primary Skill: Long Blade, Etiquette, Blunt 

Mayor Skills: Axe, Archery, Short Blade 

Advantages (1): Immunity (paralysis) 

Disadvantages (2): Forbidden Armor Type (leather), F orbidden 
Material (daedric) 


Ranger (STR, END) 
Primary Skills: Long Blade, Axe, Climbing 
Mayor Skills: Swimming, Archery, Critical Strike 
Advantages: None 
Disadvantages (1): Forbidden Shield Type (tower) 


Archer srr, acy 


Primary Skills: Archery, Hand-to-Hand, Dodge 

Mayor Skills: Blunt, Axe, Critical Strike 

Advantages: Expertise in Archery 

Disadvantages (5): Forbidden Armor Type (plate), Forbidden Shield 
Type (buckler, round, kite, tower) 


© 1996 Bethesda Softworks 


Major Character Classes 





The Daggerfall Chronicles 


HWionk (act, sep) 


Primary Skills: Hand-to-Hand, Critical striking, Dodging 

Mayor Skills: Blunt, Medical, Swimming 

Advantages (2): Resistance to Magic, Resistance to Shock 

Disadvantages (7): Forbidden Armor Type (leather, chain, plate), 
Forbidden Shield Type (buckler, round, kite, tower) 


Barbarian re, env) 
Primary Skills: Axe, Long Blade, Blunt 
Mayor Skills: Swimming, Running, Jumping 
Advantages (2): Immunity (poison), Rapid Healing (general) 
Disadvantages (5): Forbidden Armor Type (plate), Forbidden Material 
(orcish, daedric) 


Mage (INT, WIL) 


Primary Skills: Alteration, Mysticism, Thaumaturgy 

Mayor Skills: Destruction, Illusion, Restoration 

Advantages (1):.2x INT in Spell Points 

Disadvantages (9): Forbidden Armor Type (chain, plate), Forbidden 
Shield Type (round, kite, tower), Forbidden Weaponry (long blade, 


axe, missile) 


Sorceror avr, wi) 


Primary Skills: Mysticism, Alteration, Thaumaturgy 

Mayor Skills: Musion, Destruction, Restoration 

Advantages (2): 3x INT in Spell Points, Spell Absorption (general) 
Disadvantages: Inability to regenerate Spell Points, Forbidden Armor 
type (plate), Shield (all) 


Healer avr, wi) 


Primary Skills: Restoration, Medical, Dodging 

Mayor Skills: Mysticism, Thaumaturgy, Alteration 

Advantages (2): 1.75X INT in Spell Points, Rapid Healing 
Disadvantages (6): Forbidden Armor Type (plate), Forbidden Shield 
Type (kite, tower), Forbidden Weaponry (long blade, axe, archery) 


20 © 1996 Bethesda Softworks 





Major Character Classes — 


Battlemage avr, wi) 
Primary Skills: Destruction, Long Blade, Axe 
Mayor Skills: Thaumaturgy, Alteration, Hand-to-Hand 
Advantages (1): 1.75x INT in Spell Points 
Disadvantages (2): Forbidden Armor Type (chain, plate), Forbidden 
Shield Type (kite, tower) 


Spellsword (WIL, STR) 
Primary Skill: Long Blade, Axe, Blunt 
Mayor Skills: Destruction, Illusion, Alteration 
_ Advantages: None ; 
Disadvantages: (2) Forbidden Armor Type (plate), Forbidden shield . 
(tower) m 


Rightblade (WIL, AGI) 


Primary Skills: Dodging, Stealth, Illusion 

Major Skills: Lockpicking, Pickpocketing, Thaumaturgy 
Advantages: None 

Disadvantages: (5) Forbidden Armor Type (chain, plate), Forbidden 
Shield type (round, kite, tower) 


Kottom Line: 


Play the game as a Battlemage or 


Spellsword for ease of completion. 


Play a thief for the challenge of your 
role-playing life. 





© 1996 Bethesda Softworks 2) i 


The Daggerfall Chronicles 


2 





Cable of Racial Starting Statistics 
Rords 













Attribute Hale Female 


| 









Rhajiit 








Attribute Hiale Female 





40-60 _| 40-60 
50.70 | 40-60 
40-60 | 40-60 


© 1996 Bethesda Softworks 


Major Character Classes 


Redguard 











Attribute Hale Female 


Bretons 











Attribute Hale Female 


© 1996 Bethesda Softworks 23 








Argonians 













Attribute Hale aaele 















Wood Ff 









Attribute Male Female 


Speed 
Personality 40-60 


© 1996 Bethesda Softworks 




















Major Character Classes ! 


High if 






Attribute HMlale Female 


. 







Dark Ff 






Attribute Tale Female 


50-70 | 40-60 
50-70 | 50-70 










© 1996 Bethesda Softworks 5: 25 









o truly understand and conquer Dagg 


the player must consider the five most. 
important environmental factors in 


the g game. 


s how Tamriel s citizenry looks upon him. Skills and their 
L ot decide if the PC will 1 improve in level and rank 


Daggerfall conditions can be viewed as what's going on it 
ticular part of Tamriel at any giv en time. Wars can bre : 


ay could be bdprowining The next chart shows allt 


possible poe how the player will kng 


©1996 Bethesda Softworks z jaca 





2] 





The Daggerfall Chromcies 


Always check a town’s or city’s message board at the entrance to find 
out what's going on. The message board will reveal most, but not all, con- 
ditions currently affecting the region. Asking people for rumors will also 
reveal information. Some of these conditions affect others. Prices of goods 
and services are particularly susceptible to the varied conditions that can. 
exist at a particular locale. 


Regional/ Local Condition 


No Particular Condition 
War just begun 
War in progress 
War just won 

War just lost 
Plague just begun 
Plague spreading 
Plague just ended 
Famine just begun 
Famine spreading 
Famine just ended 
Witch burnings 
Crime wave 

New ruler 

Bad harvest 
Religious persecution 
Prices up 

Prices down 
Happy holiday 
Scary holiday 
Holy holiday 


Conditions change after the passage of time. Plagues go away. Peace 
can end wars. Any unpleasantness can turn cheery. If you are frustrated 


28 © 1996 Bethesda Softworks 





Daggerfal’'s five Comerstone’s of Insight — 


because of certain conditions at your current location, take a brief trip 
elsewhere, then return. If you need a few weeks, head for the other side of 
Tamriel. Such a trip could take a month roundtrip. 


Examples of Information Posted on Signposts: 


Witch Burning 


[New Ruler] has declared that all witches are to be burned at the 
stake. Witchcraft is punishable by burning at the stake. Any witch shall 
be burned alive while bound to a stake, by the order of [New Ruler]. 


Persecution 


[New Ruler] has declared that [Persecuted Temple] is guilty of trea- 
son and heresy. Any members of [Persecuted Temple] are to be jailed 
immediately. [Persecuted Temple] is not recognized by [Current Region] 
or [New Ruler]. All its lands and properties are subject to confiscation. 


Famine 


Due to the famine in [Current Region], all merchants importing food 
must report to the gate captain. 


One part in 10 of all food entering this town must be turned over to 
[Town/City Head], so that [Town/City Head’s Gender] grace does not suf- 
fer from the famine. [Current Region] is beset by famine. Wasting food is 
punishable by flogging. 


Plague 


[New Ruler] declares that all plague victims must be left in the street 
to be gathered and burned. Be warned, all visitors. Our fair town is beset 
by the plague. By order of [New Ruler], no person showing signs of 
plague may enter or leave. 





War 
A state of war exists between [Faction 1] and [Faction 2]. Any foreign 
citizen of the enemy found within this place will be hanged. [New Ruler]. 
[Faction 1] is at war with [Faction 2]. All visitors may be subject to 
search. By the order of [New Ruler], for the duration of the war, military 
rule is in effect. 


© 1996 Bethesda Softworks 29 


The Paggerfall Chronicies 


30 








Enemies of the Region (Watch for secret factions!) 


Any person from [Another Faction] will be persecuted to the full 
extent of the law. [New Ruler]. 


Persons of [Another Faction] are to be detained upon sight. For 
crimes against [Current Region], [Another Faction] is the sworn enemy . 


of [New Ruler]. 


Factions 


Factions play a large role in the overall scheme of things in Dagger- 
fall’s Tamriel. While the word “faction” means everything from a group of 
dissident individuals to a trusted inner circle of friends, in Daggerfall, 
every individual (of which there are hundreds), Gods, Goddesses, royal 
families, temples, witches, and daedra are considered factions in their own 
right. The program keeps track of every relationship, as difficult as that 
may sound. 


To get a better idea of how factions work, let's look at a real example 
taken directly from the factions file of the Daggerfall program. 


Faction #364 is the important and influential King Gothryd, current 
ruler of Daggerfall, and a major player in the game's story. His faction file 
reads, as follows: 


Type 4 
Name: King Gothryd 
Rep: 0 
Ruler: = 1 
Summon: -1 
Region: 18 
Power: 15 
Race: 3 
Sgroup: 3 
Vamp: 150 


© 1996 Bethesda Softworks 





Daggerfall’s Five Cornerstone’s of Insight — 


Type 4 means that the king is an individual, as opposed to a God, 
group, subgroup, royal family, or any of the other many faction types in 
the game. 


Name is self-explanatory. 


Rep is the PC's beginning reputation with Gothryd when a new Dag- 
gerfall game is begun. In this case, a 0 represents a “neither here, neither 
there” reputation. Obviously, over the course of time and play, this num- 
ber will change. 


Ruler indicates his standing in the noble hierarchy. According to the 
ruler table the king is a 1, meaning the king is a king. What a surprise! 


Summon tells what daedra faction the individual can call forth. In this 
case, Gothryd is unable to summon any daedra. Elsewhere, in the part on 
daedra summoning, you can check just what that particular summoned 
daedra can do for the king. 


Region 18 is where the king is located. In this case, the region is 
Daggerfall. 


Power is very important. It tells the relative power score of the king 
(faction) at the start of the game, in comparison to others. 


Race is also self-explanatory, and race 3 makes the king a Breton. 


Sgroup tells which of the five Daggerfall major classes the king 
belongs to; here, obviously the king belongs to the noble class. In addition 
to the five major classes, there are a variety of other Sgroup classifications 
which are used to categorize more specialized factions. 


Finally, the Vamp parameter indicates which bloodline of vampires 
have control of the region. This will dictate the strength and abilities of 
the vampires you may encounter. (If a cold shiver has just raced down 
your spine, you clearly realize what might happen to your PC in the 
wrong circumstances.) 


Many of Daggerfall’s factions have natural enemies. To recite the 
entire factions file would make this book as long as an encyclopedia, so 
here is a quick overview of some of the factions that the PC can join. 


First, some legends for you to use while perusing these joinable 
factions: 


© 1996 Bethesda Softworks 31 


The Daggerfall Chronicles 


x2 















The Park Brotherhood 


Mephala—type: 0; rep: 0; power: 50; ally: 3; enemy: 6; enemy: 25; 
sgroup:6 


The Night Mother —type: 4; rep: 0; power: 20 sgroup: 4 


The Dark Brotherhood —type: 2; rep: 0; power: 45; 
sgroup:4 


© 1996 Bethesda Softworks 





Daggerfall’s Five Cornerstone’s of Insight 
Dark Trainers —type: 3; rep: 0; power: 10; sgroup: 4 
Dark Mixers —type: 3; rep: 0; power: 10; sgroup: 4 
Venom Masters —type: 3; rep: 0; power: 10; sgroup: 4 


Dark Plotters —type: 3; rep: 0; power: 10; sgroup: 4 
Dark Binders —type: 3; rep: 0; power: 10; sgroup: 4 


rm ] 


rk Slayers —type: 3; rep: 0; power: 10; sgroup: 4 


Sample Temple (Arkaw) 


Arkay —type: 1; rep: 0; power: 45; sgroup: 6 


The Order of Arkay —type: 9; rep: 0; power: 30; enemy: 98; 
sgroup: 7 


The Knights of the Circle —type: 3; rep: 0; power: 25; 
sgroup: 7 


Apothecaries of Arkay —type: 3; rep: 0; power: 4; 
sgroup: 7 
Mixers of Arkay —type: 3; rep: 0; power: 4; sgroup: 7 


Summoners of Arkay —type: 3; rep: 0; power: 4; 
sgroup: 7 


Binders of Arkay —type: 3; rep: 0; power: 4; sgroup: 7 


Teachers of Arkay —type: 3; rep: 0; power: 4; sgroup: 7 


The Mages Guild 


The Mages Guild —type: 2; rep: 0; power: 60; sgroup:2 


The Archmagister —type: 5; rep: 0; power: 70; sgroup: 2; 
rank: 20 


© 1996 Bethesda Softworks 


35 


The PDaggerfall Chronicles 


ou 





The Guildmagister —type: 5; rep: 0; power: 20 sgroup: 2; 
rank: 12 


Popudax—type: 4; rep: 0; region: 18; power: 25; ally: 364; 
sgroup: 2; rank: 12 


Karethys—type: 4; rep: 0; region: 24; power: 30; ally: 
393; sgroup: 2; rank: 12 


The Master of Incunabula—type: 5; rep: 0; power: 20; 
sgroup: 2; rank: 8 


The Master of Academia —type: 5; rep: 0; power: 
25; sgroup: 2; rank: 4 


The Master of the Scry —type: 5; rep: 0; power: 
15; sgroup: 2 


The Master at Arms—type: 5; rep: 0; power: 20; 
sgroup: 2 


The Palatinus—type: 5; rep: 0; power: 25; 
sgroup: 2 


The Master of Initiates —type: 5; rep: 0; 
power: 15; sgroup:2 


The Academics—type: 3; rep: 0; power: 15; ally: 70; 
enemy: 61; sgroup: 2 


The Patricians—type: 3; rep: 0; power: 25; ally: 72; 
enemy: 63; sgroup: 4 


The Travelers League —type: 3; rep: 0; power: 20; ally: 
74; enemy: 66; sgroup: 2 


The Mercenary Mages—type: 3; rep: 0; power: 15; ally: 
73; enemy: 61; sgroup: 2 


The Isolationists—type: 3; rep: 0; power: 20; ally: 60; 
enemy: 65; sgroup: 2 


© 1996 Bethesda Softworks 





Daggerfall’s Five Cornerstone’s of Insight 
The Utili ty Mages—type: 3; rep: 0; power: 50; ally: 69; 
enemy: 64; sgroup: 2 


The Cabal —type: 3; rep: 0; power: 35; enemy: 62; enemy: 
25; sgroup:2 


The Order of the Lamp —type: 3; rep: 0; power: 35; 
ally: 73; sgroup: 2 


The Odylic Mages —type: 3; rep: 0; power: 15; sgroup:2 


The Crafters —type: 3; rep: 0; power: 5; sgroup: 2 


The Thicoes Guild 


The Thieves Guild—type: 2; rep: 0; power: 60; sgroup: 4 
The Guildmaster —type: 5; rep: 0; power: 20; sgroup: 4 
1e Crow—type: 4; rep: 0; region: 18; power: 25; sgroup: 4 
Chaik—type: 4; rep: 0; region: 21; power: 20; sgroup: 4 
The Squid —type: 4; rep: 0; region: 24; power: 40; sgroup: 4 


d Bertram Spode —type: 4; rep: 0; region: 18; 
power: ‘19; sgroup: 4 


Thyr Topfield —type: 4; rep: 0; region: 18; power: 10; 
sgroup: 4 


Whitka—type: 4; rep: 0; region: 21; power: 10; sgroup:4 

The Master of Initiates —type: 5; rep: 0; power: 5; sgroup: 4 
The Shadow Trainers —type: 3; rep: 0; power: 5’ sgroup:4 
The Shadow Schemers —type: 3; rep: 0; power: 15; sgroup:4 
The Shadow Appraisers —type: 3; rep: 0; power: 5; sgroup: 4 
The Shadow Spies —type: 3; rep: 0; power: 5; sgroup: 4 


© 1996 Bethesda Softworks 37 











The Daggerfall Chronicies 


The Court of Daggerfall 


The PC can't join this. It is provided as an example of a noble court. 


Daggerfall—type: 7; rep: 0; region: 18; power: 80; ruler: 1; sgroup: 
3; vamp: 150 


King Gothryd—type: 4; rep: 0; region: 18; power: 15; sgroup:3 
Mobar —type: 4; rep: 0; region: 18; power: 4; sgroup: 3 


The Royal Guard —type: 2; rep: 0; region: 18; power: 22; 
sgroup: 7 
Queen Aubk-i—type: 4; rep: 0; region: 18; power: 3; sgroup: 3 
Cyndassa —type: 4; rep: 0; region: 18; power: 1; sgroup: 0 
Mynisera—type: 4; rep: 0; region: 18; power: 3; ally: 367; 
sgroup: 3 
Lord Bridwell—type: 4; rep: 0; region: 18; power: 15; ally: 366; 
sgroup: 3 
The Knights of the Dragon —type: 2; rep: 0; region: 18; 
power: 20; ally: 371; sgroup: 7 
Lady Northbridge —type: 4; rep: 0; region: 18; power: 3; sgroup: 7 
Court of Daggevfall—type: 14; rep: 0; region: 18; power: 25; 
sgroup: 3 
People of Daggerfall —type: 15; rep: 0; region: 18; power: 50; 
sgroup: 0) 
Betony —type: 7; rep: 0; region: 20; power: 50; sgroup: 3; 
vamp: 150 
Court of Betony —type: 14; rep: 0; region: 20; power: 25; _ 
sgroup:3 
People of Betony —type: 15; rep: 0; region: 20; power: 50; 
sgroup:0 


30 © 1996 Bethesda Softworks 








Daggerfall’s 4 





Ucsts 


Quests are the lifeblood of Daggerfall, and come in all shapes, sizes, 
lengths. Further they can be a sequence of tasks, rather than just a single 
task. From the relatively simple delivery quest, to complicated quests of 
many stages, to the actual story quests that advance the PC’s game 
progress- there's plenty to do when playing Daggerfall. 


Quest Givers: 





The Daggerfall program must make some decisions about what kind 
of quest to offer. To get a quest, a PC might ask for work around town or 
talk to as many innkeepers as possible. Most guilds and temples also offer 
quests to non-members. 


The consequences of ignoring or failing to complete mundane or ordi- 
nary quests probably only reduces the PC’s reputation with an individual 
or small group faction. On the other hand, failing to complete any of Dag- 





© 1996 Bethesda Softworks 


The Daggerfall Chronicles — 


38 








gerfall’s main story quests can result in the PC’s failing to finish the game 
in a favorable and victorious manner. 


To help you understand quests, we'll let Princess Elysana of 
Wayrest, the PC, Lord Castellian, and the Lord's supporters speak 
for themselves. This main quest is not absolutely vital to completing 
the game. You need to refer below to pick up all the special information 
on Daggerfall’s vital main quests, including this one called Elysana’s 
Betrayal. 


Fipsana 


Hello, [PC]. I am Elysana, King Eadwyre’s child and heir apparent to 
Wayrest. Perhaps you could help me out of a bit of an embarrassing 
predicament. The senior member of the elder council, my father’s good 
friend Lord Castellian, has left court on holiday. | forgot to return a cloak I 
borrowed from him. If it isn’t too much of a bore to you, would you mind 
taking it to him in [Lord Castellian’s location]? I could offer you a lovely 
piece of jewelry as payment. 


¥lpsana 


No? Oh, [Oath]. 


Elysana 


How frightfully nice of you to help a silly girl like myself. Here's the 
robe. Now, it’s very important that Milord Castellian has the robe soon. 
He is at one of his houses, [Lord Castellian’s location]. Lord Castellian 
will be easy to find. Just look for a [Castellian] and give him the robe. I 
do really appreciate this, [PC]. It really shouldn't take you longer than 
[Fixed Number of Days] to get to [Lord Castellian’s location] and back, 
so I'll see you then. 


Elpsana 


I know Lord Castellian doesn’t have his robe yet, and he’s not a 
patient man. Oh, how marvelous you are. 


© 1996 Bethesda Softworks 








Daggerfall’s Five Corerstone’s of Insight — 


Flysana 


Here, let me give you the jewelry I promised. I hope Lord Castellian 
appreciates the extra work I put into the robe. It is a real attention getter 
now. Let me give you something more than the jewelry, [PC]. My father is 
very interested in a certain ancient relic called the Totem of Tiber Septim. 
He has spies all over the place looking for it. When they find it, my father 
will need someone to secure it. Obviously, whoever he chooses will be fabu- 
lously well rewarded. I'll give him your name. That is the least I can do. 


Rumor 


Lord Castellian is backing legislation which will make Helseth heir 
apparent. Princess Elysana is out of favor with the senior member of the 
elder council. Lord Castellian returned to Castle Wayrest from [Lord 
Castellian’s location]. 


Holiday's over. Princess Elysana does not look happy to see Lord 
Castellian back from holiday. Lord Castellian has disappeared from [Lord 
Castellian’s location] where he was on holiday. King Eadwyre is suspect- 
ing foul play in the disappearance of Lord Castellian. 


pe 


Beautiful robes. Nothing particularly unusual about them. Excellent 
craftsmanship. Someone put a lot of heart into the embroidery. Some kind 
of daedric incantations embroidered into the cloth. A daedra summoning 
ritual has been embroidered into this robe. Princess Elysana has asked me 
to bring a robe to the elder member of the Wayrest Elder Council, Lord 
Castellian at his manorhouse. | need to be back at Castle Wayrest in 
[Fixed Number of Days]. 


Dacia 


What a pretty robe. The only way to improve upon such a work of art 
is to drench it in mortal blood. You wear the robe. Therefore you must 
die. A summoning! Someone dares to summon me with such an ordinary 
garment. I feel | must kill you now. Fool! 


© 1996 Bethesda Softworks 39 


The Daggerfall Chronicles 








Dacdra (continued) 


Some enterprising soul has given you a robe that summoned me to 
prising giveny 
slay you. How delicious! 


Lord Castellian 


A gift from Lady Elysana. Thank you, [PC]. It fits me like a glove. 


Lord Castellian’s Supporters 


Leave this place. We have come to claim Lord Castellian. You have 
done your part by delivering his funeral shroud which summoned us. 


Death to the traitor that assassinated Lord Castellian! You shall pay 


for killing my liege lord. Assassin! Lord Castellian was the best of men.. 
You shall die for what you did. 


‘Reputation 


Probably the most important aspect of your character is his or her rep- 
utation with the rest of Tamriel’s factions. Unfortunately, there is no way 
for the PC to know the specific reputation score vis-a-vis a particular fac- 
tion. That does not mean the PC won't have clues to how he or she stands 
with respect to any particular individual or group. 


At the beginning of a new Daggerfall game, all factions look dispas- 
sionately at the PC as “neither here nor there.” The factions do not much 
care one way or the other. This changes rapidly once the PC escapes 
from the dank clutches of Privateer’s Hold, the game's starter dungeon, 
and encounters Tamriel residents. 


From the five major Tamriel groups, through all the group factions, 
and hundreds of individuals, reputation plays a large part in how the PC 
is viewed and eventually treated. Complicating the equation is that for 


40 © 1996 Bethesda Softworks 





Daggerfall’s ‘Five Cornerstone’s of Insight 2 


every faction with whom the PC has a high reputation, all the natural ene- 
mies of that faction tend to dislike the PC. 


Reputation is discussed throughout the book because of its constant 
impact on the PC. One thing is dead certain, though. Time heals all. 
Every two weeks of game time, a PC’s reputation rises a single point 
toward zero with everyone in Tamriel’s world. So, your enemy today 
could be your friend in a few weeks. 


Common sense will tell you what your reputation is with any particu- 
lar faction. Float around Tamriel insulting and bullying and killing, and it 
doesn't take a rocket scientist to conclude that the PC’s reputation scores 
will plummet. Conversely, perform good deeds for others, speak civilly 
and graciously, successfully complete quests, and the like, and your repu- 
tation scores will soar. 


Rest assured that to win the game, the PC needs an excellent reputa- 
tion with the major characters- particularly the royal families and other 
important game characters. Also, remember that people talk. You might 
have done something bad to someone, and if the person you are dealing 
with knows about it, your reputation will suffer. In addition, be aware 
that there will be some variation from individual to individual, so not 
everyone from a faction with which you have a decent reputation will nec- 
essarily like you. So you never really know. 


Here's an example of how impor- 
tant reputation is. This PC tried to get 
into the Fighters Guild. ‘\ 








The Fighters Guild provides strong 
arms and sharp blades for any willing to 
pay the price. If you want constant action 
and a steady flow of gold coin, it’s the guild 
for you. It’s far better than some Knightly 
order. Did you you know that knights don’t 
even get paid? The Fighters Guild has a repu- 
tation for not being very picky about its mem- 
bers. Nothing could be further from the truth. , A\" 


} 
ih) 


You are the unsavory sort that gives our guild j il \ . 
a black eye. Work on that reputation, and pie WY 

3 |p 
then we can talk about a guild membership. Ly 


\ 2? 





© 1996 Bethesda Softworks 4) 


The Daggerfall Chronicles 


5 9 








Skills and Advancement 


As the Daggerfall Manual points out, experience in fantasy role-play- 
ing games, usually garnered by killing monsters and solving puzzles, has 
no effect on a character’s level in Daggerfall. Rather, the PC’s primary 
skills, when raised directly, affect the PC’s reaching a new level with more 
health, fatigue, and magic points. 


Each use of a skill is constantly tallied. When the PC rests, the pro- 
gram checks for advancement. While resting, the PC is informed of skills. 
Concentrate on improving the PC's primary skills. If at least six game 
hours have passed since the last skill increase (of any skill), and the tally 
exceeds ( modifier * current_skill ), then increment the skill (+1) and 
reset the tally to 0. 


Training adds 10 to 20 points (randomly) to the tally for that skill. 
Training should take three hours of game time. If the skill value is greater 
than 50 or the character has trained in the past 12 hours, training is not 
performed. 


The PC's level is determined by adding together all the primary skills, 
the two highest major skills, and the single highest secondary skill. The 
PC's starting total of these six skills is saved. The formula looks like this: 

( Current total - starting total + 28) / 15 


This will determine the character's level. It is evident that the lower 
starting skills you have, the higher a level you can rise to. 


Minor skills and miscellaneous skills can never rise above 90%. 


When a PC reaches a 100 ina skill, he is named Master of that skill. 
Once a Master, the PC ceases to advance in level or gain hit points. The 
PC's other skills can continue to increase, but never exceed 95. It is possi- 


ble that a character will have a skill above 95 at the time he makes Master. 
That skill won't be affected. 


© 1996 Bethesda Softworks 








Daggerfall’s Five Cornerstone’s of Insight 


Obviously, the PC should concentrate on those cardinal skills that 
could result in a level increase. While other, lesser skills might be impor- 
tant at one time or another during the PC’s journeys, never lose sight of 
the importance of the major skills. 





© 1996 Bethesda Softworks 5 





Morrowind 


Maar Province 








The Paggerfall Chronicles 





Castle Daggerfall 
Castle Llugwych 
Castle Sentinel 
Castle Wayrest 


Direnni Tower 


Lysandus’ Tomb 
Orsinium 

Scourg Barrow 
Shedungent 
Woodbourne Hall 


e=— rote o0ow > 


46 © 1996 Bethesda Softworks 





Desert 


| Sunny 

| Cloudy 
Overcast 
Fog 
Rain 
Snow 


Thunder 


Sunny 
Cloudy 
Overcast 
Fog 

Rain 


| Snow 


Thunder 


Sunny 
Cloudy 
Overcast 
Fog 
Rain 
Snow 


Thunder 


Sunny 
Cloudy 
Overcast 
| Fog 
Rain 
Snow 
Thunder 


© 1996 Bethesda Softworks 


75% 
15% 
0% 
5% 
5% 
0% 
2% 


Fountains 


Sunny 
Cloudy 
Overcast 
Fog 

Rain 
Snow 


Thunder 


Sunny 
Cloudy 
Overcast 
Fog 

Rain 
Snow 


Thunder 


Sunny 
Cloudy 
Overcast 
Fog 
Rain 
Snow 


Thunder 


Sunny 
Cloudy 
Overcast 
Fog 
Rain 
Snow 
Thunder 


18% 
20% 
25% 
2% 
0% 
35% 
0% 


Sunny 
Cloudy 
Overcast 
Fog 

Rain 
Snow 


Thunder 


Tamriel’s Weather by Climate and Season 


Subtropical 


Sunny 
Cloudy 
Overcast 
Fog 
Rain 
Snow 


Thunder 


20% 
20% 
20% 

5% 
25% 

0% 
10% 


Exploring Tamriel 


Woodlands 


Sunny 
Cloudy 
Overcast 
Fog 

Rain 
Snow 


Thunder 


25% 
15% 
20% 
5% 
0% 
25% 
0% 





Sunny 
Cloudy 
Overcast 
Fog 
Rain 
Snow 


Thunder 


Sunny 
Cloudy 
Overcast 
Fog 
Rain 
Snow 


Thunder 


Sunny 
Cloudy 
Overcast 
Fog 

Rain 
Snow 


Thunder 


Sunny 
Cloudy 
Overcast 
Fog 
Rain 
Snow 


Thunder 


Sunny 
Cloudy 
Overcast 
Fog 

Rain 
Snow 


Thunder 


Sunny 
Cloudy 
Overcast 


Snow 


Thunder 


Sunny 
Cloudy 
Overcast 
Fog 

Rain 
Snow 


Thunder 


Sunny 
Cloudy 
Overcast 
Fog 
Rain 
Snow 


Thunder 


Sunny 
Cloudy 
Overcast 
Fog 
Rain 
Snow 


Thunder 


Sunny 
Cloudy 
Overcast 
Fog 
Rain 





4] 








The Daggerfall Chronicles 


Travel, Movement, na Fatigue 


In Daggerfall, the PC can walk on land or in a dungeon, drive a cart, 
sail a boat, teleport through thin air, or swim underwater. There are 
advantages and disadvantages, including length of time for travel, the 
effects of terrain, and route plotting. Owning a horse, cart, or ship will 
greatly reduce the travel times. 


The PC’s maximum fatigue is: 


( Strength + Endurance ) * 64 
run_speed = walk speed * ( 1.25 + (running_skill / 200) ) 


Action Fatigue Loss 


Do nothing 11 points per minute = 


22 points per minute 


___ 88 points per minute 


Swimming 44 points per minute (except Argonians) 
“11 points per jump re 





Although this observation may be considered unnecessary and patroniz- 
ing, think about this before diving into water and swimming. Heavy armor 
and items will have a decidedly adverse effect on a PC’s ability to swim well. 


Put another way, jump into water with plate mail on and the PC will sink 
like a stone and drown. 


48 © 1996 Bethesda Softworks 





Safe Havens— 
Camping/Sleeping/ Resting 


Finding a secure place to rest is one of the challenges for the PC in 
Daggerfall. Remember, there are a number of places where a PC cannot 
rest: outside in the city, in an inn where he has not rented a room, any 
place where there are enemies in range, under the influence of certain 
spells, and while swimming. 

It is important to find such places to heal up health, fatigue, and magic 
points. When deep in a dangerous dungeon, such safe havens will let the 
PC survive. Even in the very first dungeon, Privateer’s Hold, there are 
only a few places for the PC to rest. Once found, keep careful track of 
where it is safe, then return often. (Don’t forget to save the game!) 

‘Another little trick is using the fast travel to a nearby town, going in the 
cautious mode. This will heal the PC up on arrival at the new destination. 

The PC recovers one-eighth of his wounds, spell points, and fatigue 
while resting per hour. He will still lose fatigue due to normal factors 
which will counteract some of the benefits of resting. Note that sorcerers 
and other characters who have selected the disadvantage Inability to 
Regenerate Spell Points may not recover spell points unless conditions 
satisfy the custom requirements. 


Unique Dungeon Secrets 
Clean Sweeps 


Once monster pockets are cleared out, they stay cleared. In fact, as a 
complement to the automap, it’s a good idea to keep track of your position 
by using the remains of departed monsters as roadmap markers. View 
this like the bread crumbs Hansel and Gretel laid down to find their way 
home. The same goes for pedestals, ornate statues, draping flags, or other 
dungeon features. An added benefit is that, as you clear out sections, you 
can rest more easily in those areas. 


© 1996 Bethesda Softworks 


Exploring Tamriel, : 


49 





The Daggerfall Chronictes 


Progressive Revelation of Dungeons 


When outdoors, take a moment to view the Fast Travel Screen. Use 
the filters to show only dungeons. At the beginning of the game, the only 
dungeons that appear are Privateer’s Hold and a few small graveyards. As 
your character gets quests, performs good deeds, moves up in organiza- 
tions like guilds and knightly orders, and acquires maps, more dungeons 
will be revealed. The 11 story dungeons other than the first dungeon, Pri- 
vateer’s Hold, are revealed only if you pursue the Daggerfall storyline. 


Levitation 


One reason a Battlemage is a great character to play is that he has the _ 
levitation spell. Daggerfall has lots of lofty and elevated places. When a 
PC falls from a great height, death is almost certain. If your character 
does not have levitation ability, head for the nearest town and buy a 
potion or item that permits levitation. 


Types 


Dungeon Tupe Encounter 


Rat, Skeletal Warrior, Giant Bat, Mummy, Spider, Zombie, 
Ghost, Wraith, Vampire, Ancient Vampire, Lich 


Orc Stronghold Rat, Giant Bat, Orc, Orc Sergeant, Grizzly Bear, Skeletal 
Warrior, Sabretooth Tiger, Giant, Orc Shaman, Spider, Ore 
Warlord, Giant Scorpion, Lesser Daedra 


Human Stronghold Warrior, Rogue, Rat, Grizzly Bear, Archer, Nightblade, Giant Bat, 
Spellsword, Centaur, Knight, Barbarian, Orc Warlord, Wraith, 
Orc Shaman, Vampire 


Giant Bat, Rat, Bard, Skeletal Warrior, Burglar, Spider, 
Nightblade, Barbarian, Thief, Flesh Atronach, Assassin, Zombie, 
Iron Atronach, Wraith, Ghost 





50 © 1996 Bethesda Softworks 





Dungeon Tupe | Encounter | 


Desecrated Temple Giant Bat, Imp, Healer, Monk, Sorceror, Skeletal Warrior, Harpy, “4 
Mummy, Orc Shaman, Gargoyle, Wraith, Lesser Daedra, Daedra | 
Seducer, Frost Daedra, Fire Daedra, Dragonling, Daedra Lord 


Rat, Giant Bat, Grizzly Bear, Spider, Skeletal Warrior, i 
Nightblade, Orc, Orc Sergeant, Giant, Thief, Giant, Warrior, Ice 
Atronach, Iron Atronach, Fire Daedra, Vampire, Ancient Vampire | 


Natural Cave Rat, Giant Bat, Grizzly Bear, Sabretooth Tiger, Spider, Orc, 
Werewolf, Barbarian, Harpy, Wereboar, Giant, Giant Scorpion, 
Orc Shaman, Ghost, Warrior, Monk, Dragonling, Lich 


Imp, Giant Bat, Mage, Sorceror, Harpy, Nightblade, Nymph, 
Flesh Atronach, Fire Atronach, Iron Atronach, Lesser Daedra, 
Spellsword, Daedra Seducer, Fire Daedra, Battlemage, Mage, 
Frost Daedra, Daedra Lord 


Vampire Haunt Rat, Giant Bat, Spider, Werewolf, Nightblade, Skeletal Warrior, 
Ghost, Mummy, Wraith, Vampire, Ancient Vampire 


Laboratory Imp, Mage, Sorceror, Battlemage, Zombie, Flesh Atronach, Ice 
Atronach, Fire Atronach, Iron Atronach, Gargoyle, Lesser 
Daedra, Lich, Ancient Lich 


Rat, Warrior, Giant Bat, Harpy, Skeletal Warrior, Spider, 
Burglar, Giant Scorpion, Orc Shaman, Nightblade, Rogue, 
Vampire, Daedra Seducer, Daedra Lord 


Ruined Castle Rat, Giant Bat, Warrior, Orc, Skeletal Warrior, Spider, Orc 
Sergeant, Werewolf, Knight, Wereboar, Zombie, Giant, Ghost, 
Wraith, Lich, Ancient Lich, Ancient Vampire 


Spider Nest Rat, Giant Bat, Spider, Skeletal Warrior, Spriggan, Ranger, 
Giant Scorpion, Rogue, Harpy, Thief, Ghost, Mummy, Wraith, 
Assassin, Lich 


Giant Stronghold Rat, Grizzly Bear, Sabretooth Tiger, Orc, Giant, Ore Sergeant, 
Giant Scorpion, Wereboar, Orc Warlord, Orc Shaman, Lesser 
Daedra, Fire Daedra, Dragonling, Frost Daedra 











The Daggerfall Chronicies 


Dungeon Tupe 


Barbarian Stronghold 


Volcanic caves 


Scorpion Nest 


Fncounter 


Rat, Giant Bat, Centaur, Burglar, Giant Session: Weecwalh: 


Knight, Harpy, Spider, Gargoyle, Sorceror, Nymph, Nightblade, _ . 
Mage, Vampire, Battlemage, Thief, Ancient Lich, Daedra Lord 


Warrior, Barbarian, Rat, Ginnt Bat, Centaur, Rogue, Archer, 
Werewolf, Wereboar, Spider, Vampire, Ancient Vampire, 
Sorceror, Ancient Lich 


Giant Bat, Imp, Sabretooth Tiger, Barbarian, Fire Atronach, 
Harpy, Wereboar, Giant, Ghost, Giant Scorpion, Iron Atronach, 
Mage, Wraith, Lesser Daedra, Fire Daedra, Daedra Lord, 
Ancient Lich 


Rat, Giant Bat, Spider, Skeletal Warrior, Giant Scorpion, Thief, 
Zombie, Imp, Ghost, Gargoyle, Wraith, Healer, Nightblade, 
Daedra Seducer, Lesser Daedra, Daedra Lord 





Designs 


Tamriel’s dungeons, other than the story dungeons, are not strictly 
“dungeons”. As the chart above shows, a great variety of structures and 
edifices, classified as dungeons, are scattered throughout Tamriel. However 
clever and resourceful the makers of these dungeons were, there was a limit 
to their vision and abilities. A lot of this had to do with the lack of raw 
materials; the builders wanted the edifices to stand. Some Tamriel locations 
simply did not have the resources to create more innovative structures. 


What does all this jabber mean? How can this help you navigate easily 
and quickly through the non-story dungeons? The simple answer is that 
there are only a certain number of designs for these dungeons. After 
playing Daggerfall awhile, you'll begin to get feelings of deja vu or 
“Haven't I been here before?” Starting to get the idea? Rumor has it that 
the actual number of different non-story dungeons does not exceed 60. 
With all the questing the PC will be doing, this special piece of counsel 
should serve the PC well. 


© 1996 Bethesda Softworks 





Let's probe the dungeon design features the PC should note, so that 
return visits to similar dungeons will be a breeze. Look for large and unusual 
features, like a huge, ascending staircase in the entrance anteroom. 
Entrances usually have large, ornate flags or other special features, like large 
fountains. Concentrate on the flag colors or abnormalities of the features. 


Note the patterns of getting to the PC’s goal in the particular dungeon. 
Did the PC have to toggle a lever in a certain room? Perhaps the PC had 
to jump on an altar to teleport to a distant part of the dungeon. Or, maybe 
a chain had to be pulled after jumping into a pit, to activate or disclose a 
secret door or other hidden site. Was the dungeon just straightforward 
with no tricks, where the PC only had to go ina certain direction to 
accomplish the objective? Or, do the same number and type of monsters 
guard the dungeon’s goal from the PC? 





© 1996 Bethesda Softworks 


Exploring Tamriel 


a») 








The Daggerfall Chronicles 


Secret Portals 


No dungeon would be complete without a few secret doors, and 
Daggerfall is nothing if not complete. Some secret doors can be spotted 
easily, the color pattern of the door is visibly different from the wall. 
Others are more difficult, the pattern is the same, but it doesn’t quite 
match up with the walls. A few are completely seamless. You cannot 
find them at all, no matter how hard you look, unless you look in the 
automap. The doorway will be immediately obvious in the automap. 
Just move up to it and click on that space. 


Stealing for Fon and Profit 


Stealing is an instant function. The Daggerfall program presents the 
PC with a confirmation screen to avoid costly player mistakes. The base 
chance of success is the PC's pickpocket skill. Those without a pickpocket 
skill use their level instead. 


Then the player must factor in the level of the store or game character 
from which an item will be stolen. The higher the level of the store, the 
better chance of getting caught. The heavier the items the more likely the 
PC will be caught. The more items in a single grab, the more likely the PC 
will be caught. Chances never go below 5% or above 95%. 


Lesson learned: Unless your PC has a tremendously high pickpocket . 
skill, think small! Here’s the formula: 


chance_caught = (100 - pick_pocket) + store_level + total_weight + number_items 





34 © 1996 Bethesda Softworks 





Exploring Tamriel 
Daggerfall has no time limit for the completion of the game's story. 


However, many encounters in the game will impose specific time limits on 
the PC for task completion. 


All quests, including the main story quests, have time limits that must 
be met. If the PC does not complete the quest within the allotted time, the 
quest has simply not been performed. The consequences of failure can be 
devastating to a player trying to complete Daggerfall’s story. On the other 
hand, despite this dire warning, all givers of either mundane or important 
quests usually allow the PC plenty of time. 


Probably the most important time limit occurs once 
the PC obtains the Totem. From then, the PC has li 
just over a year to decide to whom a f 
the Totem should be given- if to anyone at 
all. Ifno appropriate action is taken A: 
within that time limit, the Totem disappears. oN LY, 
Frustration and gnashing of teeth, perhaps Ed Lj 
eating the game’s CD, will likely follow. 





) 1996 Bethesda Softworks Dy) 


The Daggerfall Chronicles 


56 





PC Bookmarks—Dave 
Game Dtrategics 


When, Where, and How to Save 
the Best Games 


The normal penalty for PC destruction as a rule can be cured by 
restoring a saved game. Like a bookmark, the game lets you save your 
place at six different junctures. Use the available number of save game 
positions wisely! When you save a game at a certain point, and disaster 
later befalls the PC, choose one of your saved games, and pick up where 
you left off. This process is called loading a game. Imagine playing Dag- 
gerfall for more than 150 hours, and having to start over from the begin- 
ning because your character died. 


There are other reasons for the “save game” feature, such as times 
when, for pure convenience, you may want to save a game at specific 
advantageous positions. You might do this after solving a particularly 
knotty and difficult puzzle. We assume a Daggerfall player will not play 
such a lengthy and complicated type of game to the finish without sleep or 
using the CPU for something else. While this can probably be done, it is 


not advised. You need your rest! 


Best Save Game Triggers 
Right Before: 
Large monetary outlay for weapons, armor, and items. 
Likely experience or skill level rise after next combat or 
puzzle solve. 
Sleep. 
Hot spot. 
Taking an action that might severely damage the PC. 
Right After: 
Solving a major puzzle. 
Defeating “hot spot” monsters. 
Hot spot. 
Finding a Safe Haven. 


© 1996 Bethesda Softworks 





How to Create Light Billion Saved Games 


As mentioned above, Daggerfall gives the player six save game slots, 
which may not be enough for you. To the rescue, your friendly, neighbor- 
hood operating system. Yes, | am referring to whatever utility you own 
which will copy files from one location to another on your hard disk or to 
a floppy. 

In Daggerfall, all the saved games are in the “Dagger” subdirectory, 
labeled “Save 0 —Save5.” Go to one or more of the save game directories. 
Simply copy all the files to a floppy disk. That way you can save games 
onto floppies to your heart's content. When you want a particular save 
location for playing, just copy from the floppy into one of the game’s save 
directories. 


The SAVENAME.TXT file contains the name of the save game. 


If you aren't sure which saved game you moved, just look inside that file. 





© 1996 Bethesda Softworks 


Exploring Tamriel 


TT 





© 1996 Bethesda Softworks 


., Rand 


aggerfall is all about constantly asking 
for things, locations, information, quests, 


work, and especially rumors. 


Except for certain monsters, most everyone in Tamriel’s u 
€ is approachabig for were Of tae people do not ¢¢ 


upon entering a town or city. : you ade t believe us, 


etting someone to stop and talk with a PC who has a we 
ready. e 


BP ditions might make an entire town cota you a. 
or a social pariah. Many bel 








The Daggerfall Chronicles 


The three possible conversation tones also play a part. Taking a tough 
stance with a lowly Tamriel denizen might get you somewhere, but don’t 
try it with a town guard or royal personage. Heed the tones that work 
with the different factions through Tamriel. 


Rumors lead to many wonderful things for 
the PC. Some rumor samples are: 


Artifacts 


There are rumors that someone has a clue to the whereabouts of 
Auriel’s Shield. Supposedly the shield can make you invulnerable to 
fire and magic. Some drunken knight was claiming to have lost the 
Warlock’s Ring. Of course, if he really did have that artifact, he 
would be a king and not a drunk. I heard an archer say that Auriel’s 
Bow was found and then lost again. In the stories, a single arrow 
shot from the bow could kill any creature. 

There’s a story being whispered about a mad wizard that has the 
Necromancer’s Ring. That artifact is just a myth. My brother knows 
someone whose sister slept with a man who saw Chrysamere, the 
sword of heroes. 

Some mad hermit tried to convince me that the Lord’s Mail was real 
and not just a legend. | had to kill him to protect myself. 

The Mages Guild just executed old [Town Resident] for claiming to 
have discovered the long lost location of the Staff of Magnus. Poor 
deluded mage. 

They say that the Daedra Lords claimed most of the ancient arti- 
facts. They only give them to loyal servants. 

I've heard it said that the witches can help a person find one of the 
lost artifacts of ancient power. 


Dark Brotherhood 
If you really want revenge, contact the Dark Brotherhood. They are 
professional assassins. There is such a thing as an assassins guild, 
which calls itself the Dark Brotherhood. They recruit the most cold 
blooded killers they can find. The Dark Brotherhood is quite power- 
ful in [Current Region]. This assassins guild punishes outsiders that 
kill for money. 


60 © 1996 Bethesda Softworks 





Enlightenment—Fine Art of Conversation and Rumors 


New Enemies 
Everybody knows that [Faction 2] had a grudge against [Faction 
1], but now they’re really going at it. [Faction 1] got the short end of 
the stick in some deal. Now they're out to get [Faction 2]. 


Nations at War 
It's just dreadful. [Faction 1] and [Faction 2] are at war! I knew 
there were tensions between [Faction 1] and [Faction 2], but I 
never thought they would declare war. 


Local Crime Waves 
Lock your doors at night. Nobody is safe anymore from the crimi- 
nals. They just take anything they want. They killed [Town Resi- 
dent] in broad daylight. The guards didn’t even do anything. What is 


this place coming to? 


Inane Rumors: 
[Faction Leader Title] is having an affair. 
They say we will have new cobblestone streets before the year is out. 
[Town Resident] says that the bands on the fuzzy caterpillars pre- 
dict a bad winter. 
There is supposed to be a new tax announced soon. 
Don't go out at night. [Town Resident] saw ghouls lurking in the 
alleys. 
Representatives of the Empire are expected in [Current Region] 
soon. 


The weakest link in the Imperial chain is the province of Summurset 
Isle. 


Books 


There are many ways to acquire books throughout Tamriel. Books can 
bring special historical insight into why things are happening. Books also 
serve as reference works to give the PC insight into acquiring special 
combat and magical skills, and specific information on selected topics. 


© 1996 Bethesda Softworks 6] 


The Daggerfall Chronicles 


62 





Pick up knowledge on where to find special locations, as well. Remember, 
some books are merely parts of an entire set. 


Here are excerpts from certain obtainable books to give you an idea of 
their immense value in progressing in Daggerfall. 


From Confessions of 3 Thief by Anonymous: 


I'ma thief. Now, don’t get me wrong. | ain't saying this out of 
pride, but I ain’t ashamed of my occupation neither. Thieves got a 
perfect right to exist in the Empire. People say we're dishonest. Of 
course, those people are usually either merchants or priests, which 
really slays me. Sort of the snake calling the worm legless. Rulers like 
us. Crime in moderation is good for the economy. The trick is to keep 
it at a good, even pace, with a well- timed lull and a minor wave to 
keep the fat bottoms from becoming complacent. 


Of course, stupid but talented thieves will keep stealing, empty 
their pockets, and steal some more. This ain't good for no one. That's 
where the guilds come in. A Thieves Guild is what they call a crime 
regulator. .We protect each other and punish the clumsy and greedy. 
The kings depend on us to keep the amateurs out of business. Yeah, 
occasionally a king will come down on us. I've even seen my Thieves 
Guildmaster get himself stuck in prison once or twice. 


From Ltiquette With Rulers 
by Lrustera Ligen: 


Because the rules are so complex and the stakes are so high, 
many people blanche at the thought of speaking with a titled noble. 
For starters, it is important to address them correctly. No one likes 
to be misnamed, no one likes to be mistitled. The problem is that in 
High Rock, traditions of the peerage differ slightly from region to 
region. 

The base rules follow: There are eight kingdoms in High Rock in 
the following regions: Northpoint, Daggerfall, Shornhelm, Camlorn, 


Farrun, Evermore, Wayrest, and Jehanna. If a woman is ruling one 


© 1996 Bethesda Softworks 





Fnlightenment— fine Art of Conversation and Rumors i 


of these areas, she is called the queen. The husband of a queen and 
the wife of a king is not necessarily of equal rank — they may not be 
kings and queens themselves. Their children are princes and 
princesses. Their grandchildren are also princes and princesses. 

If a male ruler dies, his wife takes the title dowager queen, provided 
there is not a dowager queen already. 


Like all rules, there are exceptions. One noted exception took 
place recently in Daggerfall, when King Lysandus died. In most 
regions, his wife Mynisera would not have become dowager queen 
of Daggerfall, because Lysandus’ mother, the widow Nulfaga, still 
lived. In Daggerfall, however, it is permissible for there to be two per- 
sons with the same title. Thus, both Nulfaga and Mynisera have the 
title dowager queen. 


From An Overview of Gods and Worship 
by Brother Hetchfeld: 


In Tamriel, Gods are commonly viewed by the evidence of their 
interest in worldly matters. A central belief in the active participation 
of deities in mundane matters can be challenged by the evidence of 
apathy on the part of Gods during times of plague or famine. From 
intervention in legendary quests to manifestations in common daily 
life, no pattern for the Gods of Tamriel activities is readily apparent. 


The concerns of Gods in many ways may seem unrelated to the 
daily trials of the mortal realm. The exceptions do exist, however. 
Many historical records and legends point to the direct intervention of 
one or more gods at times of great need. Many heroic tales recount 
blessings of the divinity bestowed upon heroic figures who worked or 
quested for the good of a deity or the deity’s temple. 


Some of the more powerful artifacts in the known world were 
originally bestowed upon their owners through such reward. It also 
has been reported that priests of high ranking in their temples may 
on occasion call upon their deity for blessings or help in time of 
need. The exact nature of such contact, and the blessings bestowed, 
is given to much speculation. The temples hold such associations 
secret and holy. 


© 1996 Bethesda Softworks 65 


The Daggerfall Chron 


64 





icles 





Letters and Patience 


Much of what happens in Daggerfall is triggered by the PC’s receipt of 
letters from important personages. Letters can only be received when the 
PC is located in a town or city. If you rove the countryside or delve into 
dungeons for weeks on end, you might be too late to perform some impor- 
tant task or quest provoked by an unanswered letter. Worse yet, your 
tardiness in receiving a letter might decrease your reputation so much 
with a particular character, that it will take months to return reputation 
to an acceptable level. 


Whether patience is a virtue as the proverb says, or merely a conve- 
nience, the PC must exhibit this trait. Many key events in Daggerfall 
occur only after the passage of time. For example, when the PC escapes 
from Privateer’s Hold, the dungeon where the game begins, at least 
two weeks must pass before he receives an important letter from Lady 
Brisienna, representative of the Empire. This letter begins the fascinating 


Daggerfall plot. 


Dialogues 


Daggerfall is full of meaningful dialogue. From conversations on the 
streets of cities, to passages in books, to letters, to signposts, the game 
blitzes the player with a wealth of written and oral dialogues. To get a 
flavor of what the player should expect, some tasty morsels include: 


) The people of [any town] are very glad to have [another town] as a 
new ally. I don’t like [the other town], but it’s better to have it as an 
ally than as an enemy. 


) Rusty relics lie wherever they were last tossed. All the wares show 


the cracks and chips of shoddy workmanship. A mouse scampers 
over your feet before burrowing into a nearby sack. 


© 1996 Bethesda Softworks 





() 


) 


SS 


Enlightenment— fine Art of Conversation and Rumors 


Congratulations! You have purchased a lovely home here in [any 
town]. 


We're not summoning this day. It might be a worthwhile use of 
your time to check in the library at the guild. There are a number 
of books about daedric summonings, including the dates appropri- 
ate for summoning. 


We can only accept members with a certain extant skill in at least 
one of the magical sciences. 


I am sad to say that you are ineligible to join the guild. 


Unfortunately, you arrive with a less than sterling reputation, 
young [PC]. You might consider improving that and returning. 


[PC], you have been a disappointment to us lately. You are 
hereby ineligible to receive any benefits available as a member. 
Perhaps you will come within the fold again, but for now, you 
are anathema. 


You no longer have rights here, [PC]. The elders have decided 
to expel you. I’m afraid you have not made enough connections 
to save your reputation. You are henceforth expelled, [PC]. All 
honors and rights are forfeit, [PC]. You have been expelled. 


A mage’s apprentice was telling me that there are powerful beings 
called daedras living in a place called Oblivion. They can grant a 
man powerful magical items called artifacts. I’m sure it’s just a 
story. Be good to your fellow man, or the daedras will take you 
away to Oblivion. Daedras can actually be summoned. I hear the 
witches and Mages Guild do it all the time. Only the temples can 
summon daedras safely. The priests can force them to reveal the 
secret location of powerful artifacts. 


A huge bat flaps slowly overhead. A wolf howls, not far away. The 
air is still and oppressive. 


© 1996 Bethesda Softworks 65 





The Daggerfall Chronicles 


66 


<—S> 


Oo 


> 


You step over a half-eaten carcass. Harpy feathers are everywhere. 
You almost gag on a foul stench. 


Congratulations, [PC]. You have been promoted to the rank of 
[New Rank], with all the rights and honors that accompany it. 
Remember, we do not rest on previous accomplishments in the 


Brotherhood. 


You will find that for the next few days Julianos has blessed your 
intelligence. 


You will find that for the next few days Dibella has blessed your 
luck. 


Any temple dedicated to the Goddess of Beauty is called a House 
of Dibella. The priests and priestesses within are epicureans who 
aspire for beauty of the form and mind. 


Greetings, friend [PC]. Tonight we summon [daedra to be Sum- 
moned] from the pit of Oblivion. We usually ask for gold, but for 
allies like you, the service is without charge. Shall I proceed? Ah, 
my friend. Tonight we reach to the chasm of Oblivion to bring that 
foul spirit, the daedra regent ___ into the Mundus. A favor to you. 
Shall I continue? 


Awright, kid, now lissen, I ain’t gonna repeat myself. Since you're 
one of us now, just a [PC’s Guild Level], but still, I’ll tell you where 
a local dungeon is. You might wanna use it to supplement yer 
stash. Lemme mark it on yer map. There it is, [Dungeon Name]. 
Now don’t say I ain’t never done anything for ya. 


On this day, by near unanimous vote of Archmagister and Council, 
your title within the guild is [Guild Level]. You are considered to 
be responsible and trustworthy enough to have rights to the daedra 
summoning chamber. I don’t need to tell you that summoning a 
daedra is an act to be performed only after serious consideration. 
If the need, in your opinion, merits a summoning, the Guild Sum- 
moner will aid you. Naturally, daedra lords may only be sum- 
moned on particular days for the safety of the guild as a whole. It is 
a grave privilege, [PC], of which the guild finds you worthy. 


© 1996 Bethesda Softworks 








Enlightenment— fine Art of Conversation and Rumors 


() The Day of Lights is celebrated as a holy day by most villages in 
Hammerfell on the Iliac Bay. It is a prayer for a good farming and 
fishing year, and is taken very seriously. 


od 


All along the seaside of Hammerfell, no one leaves their houses on 
the Day of Shame. It is said that the Crimson Ship, a vessel filled 
with victims of the Knahaten Plague who were refused refuge 
hundreds of years ago, will return on this day. 





) 1996 Bethesda Softworks 67 





| Month, Day 


| Morning Star, | 





Morning Star, 2 


Morning Star, 12 


Holy 


New Life 





Scour Day 





Ovank’a 





Morning Star, 15 


S. Winds Prayer 





Morning Star, 16 





Morning Star, 18 


Suns Dawn, 2 


Day of Lights 


Cleaning after the big 
parties is a big party 


Prayer to Stendarr for a 
merciful year 








Prayer for a good year 








Suns Dawn, 5 


© 1996 Bethesda Softworks 








Celebration to wake the 
Gods of Nature 


Foolishness of 
Sheogorath in HR 


Day Othrok took Castle 
Wightmoor 








Day Dirennis defeated 
the Alessian army 








Aew Holidays According to Region 


| Holy 


pow eet 
_| Suns Dawn, 27 4] Perseverance Day Resistance to the | 
c Camoran Usurper 
| Suns Dawn, 28 Aduros Nau Sex and fun 

‘ in the Jungle 


|| First Seed, 7 Ist Planting 


oO 


H 
Se 


Waiting to see if the 
dragon will come 


First Seed, 9 Day of Waiting 
First Seed, 26 Festival of Blades Ha 


| Rains Hand, 13 Day of the Dead Sc 


General merrymaking in | 
High Rock | 


Celebration of the defeat | 
of the giant goblins 


Festival of Flowers 


Dead are rumored 


to rise 


. Cee 


Sc Crimson Ship reputed to | 
return to seek revenge 


Ha 


Dirge for morality in 
Skeffington Wood 


Fireworks in Northmoor 


Celebration of the Way 
of the Fish in the bay 


Ha 














Se Special Events 


eu assy + 


ew Holidays According to Region 


| Month, Day Region| Holiday Happy, Scary, 

| Holy 

| Mid Year, 1 a4 Drigh R’Zimb Ha Salute to the Sun in 
| Abibon-Gora 


ee ee ee 


| Mi 24 35 Ha Party for birth of Tiber | 
Septim in Alcaire 
ourning for the death | 
of Divad in Antiphyllos 


Ha Hottest time of Year 
a 


Maiden Katrica H For the Maiden Warrior 
who saved Ayasofya 


Day of thanksgiving for 
the harvest 


Ha Party for the harvest 
Day of thanksgiving for 
the harvest 
Ha Day of thanksgiving for | 
the harvest La 
Sc 
Ho 


z 
f 


ie) 


iE 


Merchants Festival 


ivad Etep’t 


uns Height, 10 All 
56 


| Suns Height, 12 


Al 


— 


| Suns Height, 20 
| Suns Height, 29 


ie! Go 5 


iery Night 


| Last Seed, 2 


Last Seed, 11 


oomu Alazer’i 


| Last Seed, 14 Feast of the Tiger 


Appreciation Day 


, 


arvests End 


| Last Seed, 27 


Hearth Fire, 3 All Tales and Tallows 


Admission of the finest 

into the priesthoods 7 
Admission of the finest 
into the priesthoods 


6 


al 

Bae 

: 
| M1_| Feast ofthe Tiger 


. 3 
| “A 
a © 
= cs 
£ 4 
Ee 
qi 


z 
: 


a — a. a 





. 
wale 


Aew VHolidavs According to Region 


Month, Day Region| Holiday Happy, Scary, | Notes | 
| Holy 

Hearth Fire, 12 Riglametha Celebration for eke s 
j ee 


Hearth | Hearth Fire, 19 19 | Children’s Day s | Children’s Day | Celebration of youth of | Celebration of youth 


ae Frost Fall, 5 ae Tereur Frandar Hunding 
= Memorial 


| Frost Fall, 13 Witches Festival 


Frost Fall, 23 
| Frost Fall, 30 


| Suns Dusk, 3 


Broken Diamonds 


Death of Kintyra II, 


Empress of Tamriel 


mperors Day 


erpent’s Dance 


E 
Z 
a 
ee 
a 
i=] 
& 


Moon Party in 


Glenumbra Moors 


Eeans Dusk, 18 
Suns Dusk, 20 


arriors Festival 


~ | Suns Dusk, 8 == Moon Festival 


All orth Winds Prayer 


> 
3 
S 
= 
-e 
o 
a 
co 
° 
Laur) 


the Last Year 


Priests bless the coming 
year in Kairou 


| Evening Star, 25 24 Raucous merrymaking in 


Wayrest 


Hel Anseilak Communion with Sword 
Saints in Pothago 


oe con 30 Old Life Festival 











Lycanthropy 


When a PC is hit by a werewolf or wereboar, there is a 0.6% chance 
per hit that he will be afflicted with lycanthropy. Unless something is 
done, the PC will become a werewolf or a wereboar in three days time. 


The PC is given a hint about his fate in the form of a nightmare on the 
first night after the bite. On the third night when the PC sleeps, he 
becomes a lycanthrope. Thereafter, whenever the full moon comes out, 
the PCis unable to use any equipment for the course of the night. The 
change in condition is listed below: 


Fffects 
i 


The PC gains 40 pts in STR, END, AGI, and SPD (to a maximum 
of 100). 


2. The PC gains 30 pts in the following skills: Jrenpion: Swimming, 
Climbing, Running, Critical Striking, Stealth, Hand to Hand. 


3. The face on the character sheet turns to the visage of either a were- 
wolf or a wereboar. 


4. The body on the character sheet becomes a werewolf or wereboar. 


5. A new spell is added to the character's spellbook: lycanthropy. The 
PC may cast this spell once a day, and turn the PC into a wereboar 
or werewolf. 


6. While a lycanthrope, the PC may not use any spells or weapons. 





7. All guild affiliations disappear and the PC’s reputation drops to 
-100 with all but only while the PC is in lycanthrope form. 


8. The PC inflicts damage equivalent to a werewolf. 


9. Silver weapons or better are needed to hit the PC. 


While the PC is a lycanthrope, he will turn into a werewolf or a were- 
boar every night during the full moon. He may, of course, always bring 
on the change by casting the lycanthropy spell. 


© 1996 Bethesda Softworks ou 


The Daggerfall Chronicles 


it 








Care 


There are those in Tamriel that hunt werebeasts. They will hunt you 
should you become one. However, every once in a great while, you will be 
offered a chance at redemption. A letter will arrive, proposing a quest. If 
you complete it, you will be cured. 


Wampirism 
Unless the PC is suitably protected, there is a 0.6% chance per suc- 
cessful hit a vampire scores on him, that the PC will contract vampirism. 


Such an afflicted character will become a vampire three nights after this 
infliction unless precautions are taken. 


The PC receives a hint that he is inflicted during a prophetic night- 
mare which he gets on the first night of his affliction. 


On the third day, when the PC sleeps, he awakens in a mausoleum 
two weeks later with all of his equipment (the religion of the time being 
Egyptian in its belief that people 
should be buried with items pre- 
cious to them). 





© 1996 Bethesda Softworks 








Special Zvents — 


Effects 


All attributes are increased 20 pts (to a maximum of 100), except 


INT. 


2. The spells etherealness, levitate, charm mortal, and calm humanoid 
appear in the PC’s spellbook, even if the PC has them already. 
These spells can be cast an unlimited number of times a day, 
requiring fewer spellpoints than normal. Any other spell costs the 
normal number of spellpoints. 


3. The PC gains a 30- point increase in the skills Jumping, Running, 
Stealth, Critical Striking, Climbing and Hand to Hand (with obvi- 


ously no corresponding level increase). 

The PC is made immune to disease and paralysis. 

Any diseases or conditions on the character's health are gone. 
All the PC’s guild affiliations and titles are removed. 

The PC suffers damage from being outside during the day. 
The PC suffers damage from being in a holy place. 


Se ot Sy es es 


. Additionally, when the PC becomes a vampire, his clan is based on 
the region where he was afflicted and the following special advan- 
tages/weaknesses are added: 


Vraseth PC gets an additional spell: Nimbleness 
Khulari | PC gets an additional spell: Paralysis 
Montalion PC gets an additional spell: Free Action 
Thrafey PC gets an additional spell: Heal 
Anthotis PC gets an additional + 20 bonus to INT 
Garlythi PC gets an additional spell: Shield 


Selenu PC gets two additional spells: Resist Cold, Resist 
Fire and Resist Shock 


Lysrezi | PC gets two additional spells: Silence, Invisibility 





Haarvenu PC gets an additional spell: Ice Storm and/or 


Wildfire 


© 1996 Bethesda Softworks : Tuyo 








The Daggerfall Chronicles : 


Cure 


Research on the subject will reveal a couple of methods for curing a 
vampire. But only one way is true. Once a year the PC will be 
approached by vampire hunters and offered a quest for this purpose. 


Vampire hunters are rarely successful. However, this is no reason for a 
vampire to get careless. On rare occasions they have resorted to offering 
cures rather than the more dangerous confrontations. If you accept the 
quest, it will eventually lead to a cure. 





76 © 1996 Bethesda Softworks 





Special Events 


Dacdric Summonings 


There are several places where daedra can be summoned: Mages 
Guild’s Summoning Rooms, witches covens, certain temples, the Dark 
Brotherhood, and specific castles. 


NI ESD Bes PS en AS Lea RS SNe Rah a 


Clavicus Vile Ist of Morning Star Masque of Clavicus Vile 





Mehrunes Dagon 20th of Sun’s Dusk Mehrunes Razor 
20th of Evening Star Mace of Molag Bal 
Hircine* 5th of Mid Year Hircine Shield 


16th of Sun’s Dawn Sanguine Rose 


9th of Rain’s Hand Spellbreaker 
Malacath 8th of Frost Fall Volendrung 
Hermaeus Mora 5th of First Seed Oghma Infinium 
Sheogorath 2nd of Sun’s Dawn Wabbajack 
Beothiah 2nd of Sun’s Dusk Ebony Mail 
Namira 9th of Second Seed Ring of Namira 
Meridia 13th of Morning Star Ring of Khajiit 
Vaernima 10th of Sun’s Height Skull of Corruption 
Nocturnal 3rd of Hearth’s Fire Skeleton Key 
Mephala 13th of Frost Fall Ebony Blade 
Azura 21st of First Seed Azura’s Star 





© 1996 Bethesda Softworks U 











Wnaligned Artifacts 


Auriel’s Shield 
Warlock’s Ring 
Auriel’s Bow 


Necromancer’s Amulet 





Chrysamere 
Lord’s Mail 
Staff of Magnus 


General summoning is only done by witches, the Mage’s Guild, and at 
temples. No other group, including the Dark Brotherhood, Baron Dwyn- 


nen, the Duchess of Pothago, or the Marquis of Ephesus, can summon a 
daedra for the PC. 


In the Mages Guild, there is a single NPC capable of spawning a dae- 
dra summoning. In the covens, there is a single NPC capable of spawning 
a daedra summoning. 


When a valid flat is clicked, the PC is offered a choice of dialog, dae- 
dra summoning, or quest. If daedra summoning is selected in the Mages 
Guild or a temple, they will only perform the summoning if it is the cor- 
rect day. 




















If daedra summoning is selected in a witch's coven, randomly select 
which daedra is being summoned that evening (exclude Hircine who is 
only summoned by the Glenmoril Wyrd Witches). This will remain static 
for the whole day if the PC clicks on the flat again. If this is the coven of 
the witches of Glenmoril Wyrd, force the daedra to be Hircine. 





pc_reputation = his reputation with the guild, the temple, or the witches 
witches_summoning_price = 100,000 + ( (100 - pc_reputation) * 1000) 
chance_appearing = (30% + pc_reputation + special_day) max 95% 
if die_roll >95, then Sheogorath appears instead 


special_day = 0, or 30% if the particular day of that Daedra 


If the daedra does not appear, the money is forfeit. 





a 


© 1996 Bethesda Softworks 








Special Zvents 


If the daedra appears, and the PC has never accepted a quest from 
that daedra before, a monster will be dropped in the PC's lap, and trig- 
gered to go away after three game hours. Otherwise, if the daedra 
appears, the appropriate daedric quest will begin. 


Dacdric Punishment Hionsters 


Fire Daedra 
Frost Daedra 
Lesser Daedra 
Daedra Seducer 
Daedra Lord 


ST ne en NLL ee 
% BN Pe ee cas 


~-Hlages Guild Bacita Summoning dfomacon 
 Daedra Summo. 
 Clavious Vile Ist of Morning Star 


_ Mehrunes Dagon 20th of Sun’s Dusk 
Molag Bal 20th of Evening Star 


- Hircine! 5th of Mid Year 
Sanguine 16th of Sun’s Dawn 
Peiyite 9th of Rain’s Hand 
- Malacath 8th of Frost Fall 
Hermaeus Mora 5th of First Seed 


Sheogorath 2nd of Sun’s Dawn 





! Hircine cannot be summoned by any but by the Witches of Glenmoril Wyrd. 
No one will even attempt to summon him but them. 


© 1996 Bethesda Softworks 79 





The Paggerfall Chronictes 















Mages Guild Dacda Summoning Information 






Daten Summoning Day Weather Tipe 


Boethiah 2nd of Suns Dusk 










Rain 
pee 
Any 


Azura 21st of First Seed 


The odds that the daedra in question will respond on that day are a 
base of 30%. If the particular weather type the daedra likes exists, the 
odds are increased by 10%. The PC's reputation modifies these odds, 
appropriately (a reputation of -3 with Vaernima will lower the chance of a 
summoning by three). There is always a base 5% chance that Sheogorath 
will appear instead of the daedra being summoned. These odds increase to 
15% on any stormy night. 


Witches Covens Dacdea To Be Summoned 


Which daedra a particular coven is trying to call on any one night is 
determined at random. 


. Clavicus Vile 
Mehrunes Dagon 
Molag Bal 

. Sanguine 
Peryite 

. Malacath 


80 © 1996 Bethesda Softworks 





Special Events 


7. Hermaeus Mora 
8. Sheogorath 

9. Boethiah 

10. Namira 

11. Meridia 

12. Vaernima 

13. Nocturnal 

14. Mephala 

15. Azura 


The big difference between a coven summoning and a guild summon- 
ing is that if a guild summoning fails, nothing happens. If a coven sum- 
moning fails, roll off the daedric random encounter table above to see 
what appears instead. Something always does. 





© 1996 Bethesda Softworks 8) 





Siwilfzacion 


Builds, Cemples of the Godse 
: Boddeases, and Orders 


nlike Arena, Daggerfall doesn’t let the P 
just walk up to a guild or temple and be 
the darling of the members. No more fa’ 
ing and bestowing every conceivable ser 


1d goods (for a price) on the PC. The PC must work 


$ way up in the guild or temple, which can be an entire 


ame in and of itself. Forget access to the néw Item an 


ces. ‘The a is not ie any ee fai the PC, @ 
1g something | for the rae T here i is a 50% chi 


©1996 Bethesda Softworks Sn v 





85 








The Paggerfall Chronictes 


Advancement 


The PC must have a minimum level in two of the guild’s primary 
skills, and a minimum reputation. He must wait at least a month 
between ranks. Performing a successful guild quest adds five points 
to his reputation with that guild. Each month, the reputation normal- 
izes one point (moves closer to zero). 


Hlinimum Hlinimum Hlinimum 2nd 
Rank Reputation Highest Skill  Pighest Skill 


o 


0 


WOlOINIPaI al Ri i ayw] = 





Mages Guild 


Guild skills: 
destruction, restoration, illusion, alteration, thaumaturgy, mysticism 
Training in: 


destruction, restoration, illusion, alteration, thaumaturgy, mysti- 
cism, daedric, dragon, orcish, harpy, spriggan, impish 


84 © 1996 Bethesda Softworks 





Civilization 


Identify magic items open to all, at (10 - rank) / 10 * normal-price 
Anyone, member or not, can buy new, prebuilt spells 


Quests, open to all 


| Mages Guild 
nk Title Reward 


2 0 Apprentice Access to the SpellMaker 
x Z Evoker 
3 Conjuror Buy and sell magic items 
4 Magician 
5 Enchanter "Access to the ItemMaker 
6 Warlock Access to the daedra summoning room 
7 Wizard 
8 Master Wizard Access to the teleportation chamber 
9 Archmage 





Ranks in the Mages Guild 
Ranks are given according to seniority and power. All new 
initiates are considered apprentices, regardless of actual level. 
One must keep a new rank for at least 28 days, before advancing 
to the next level, again regardless of ability and reputation. 


If the PC’s reputation drops below the minimum guild reputation 
level for someone of his rank, he will be demoted and informed 
of his new status upon arriving at the guild. If his reputation 
drops below zero, he will be ejected from the guild. 


© 1996 Bethesda Softworks 8y 





The Daggerfall Chronicles 


_ Fights Gull 


Rank Title 


Protector 


Defender 


Ww] be 


| 


on 


Warder 


Champion 


i.) 


E 
: 


Warrior 


F 





| Guild skills: 
blunt weapon, axe, archery, short blade, long blade, giantish, 
orcish 


Training in: 
blunt weapon, axe, archery, short blade, long blade, giantish, 
orcish, critical strike, swimming, running, jumping 
Weapon and armor repairs at (10 - rank) / 10 * normal-cost 


Gold rewards for guild quests are more lucrative, default_reward * 


(10 + rank) / 10 


86 © 1996 Bethesda Softworks 





Civilization 














Thieves Guild 
| Rank Title Reward | 

1 
hs 2 


Journeyman 
Filcher 









Buy and sell stolen items for 50% of 
normal price. Tagged as stolen, the thief 
may get caught if tries to sell it. (shelves) 














Access to spymaster (100% chance of 
pss any rumor) 
i 7 Ringleader : 


Joining the Thieves Guild 
Whenever the PC steals (picks a pocket or steals from a store) in 
town, or enters a building that he does not have privilege for, 
record the date and increment a counter. When the counter gets to 
10 or above, the Thieves Guild will offer the PC membership. 


Three days after the triggering theft or break in, spawn the Thieves 
Guild joining the guild quest. 


Guild skills: 


lockpicking, pickpocket, streetwise, stealth, climbing, backstab, 
short blade 


© 1996 Bethesda Softworks 87 





The Daggerfall Chronictes 


Training in: 
lockpicking, pickpocket, streetwise, stealth, climbing, backstab, 
short blade, disguise, swimming, dodging, blunt weapon, jumping 


(rank +1) chance out of 20 of bribing a judge (no jail time) for 
theft crimes only 


Training, members only 


Quests, members only 


Dark Brotherhood 


Sell potions 


Access to the PotionMaker 
Executioner 
Punisher Buy and sell soulgems 


Terminator 


Assassin Access to the spymaster (100% chance | | 
of any rumor) | 


Dark Brother 
Master Assassin 





Dark Brotherhood 


Joining the Dark Brotherhood 
Whenever the PC kills a person in town, including a guardsman, 
record the date, and adjust a counter. Add five for a person, and 
one for a guardsman. When the counter gets to 15 or higher, the 


88 © 1996 Bethesda Softworks 





Civilization 


Dark Brotherhood will offer the PC membership. Three days after 
the triggering murder, spawn the Dark Brotherhood joining the 
guild quest. It begins with a letter, telling him where to find the 
guild headquarters. 

Guild skills: 
short blade, archery, backstab, streetwise, disguise, stealth, climb- 
ing, destruction, daedric, critical strike 

Training in: 
short blade, archery, backstab, streetwise, disguise, stealth, climb- 
ing, destruction, daedric, critical strike, swimming, dodging, run- 
ning, backstab 
(rank + 1) chance out of 20 of bribing a judge (no jail time) for 
murder 
Each rank, reveal one graveyard on the region map 
Training, members only 


Quests, members only 





5 1996 Bethesda Softworks 89 





The Paggerfall Chronicles 


Arkay Temple 
Reward 
Cures cost (10 - rank) /10 ° default price} 


Heal all wounds, no cost (automatic 
when talk to any member) 


Initiate Sell potions 


Acolyte 
Adept 


Curate Access to the PotionMaker 
Buy and sell soulgems 


Disciple 
Brother 


Diviner 





Guild skills: 
destruction, restoration, medical, axe, short blade, backstab, 
daedric 

Training in: 
destruction, restoration, medical, axe, short blade, backstab, 
daedric, critical strike, climbing 


go © 1996 Bethesda Softworks 





Civilization 


Senithar Temple 


Donations from members increase 
current_rep by 2 


Acolyte Heal all wounds, no cost (automatic 
when talk to any member) 


4 3 Adept 


‘ _ Buy and sell soulgems 
| 





Fenithar 
Guild skills: 


streetwise, mercantile, orcish, harpy, giantish, spriggan, centau- 
rian, daedric, thaumaturgy, blunt weapon, pickpocket 





Training in: 
streetwise, mercantile, elvish, harpy, giantish, spriggan, centaurian, 
daedric, thaumaturgy, blunt weapon, pickpocket, etiquette 
Can buy a blessing of Mercantile skill + (rank + 2) 


© 1996 Bethesda Softworks q) 





The Paggerfall Chronicies 














Mara Temple 


Title Reward 


Novice Add Rank to reaction roll by 

opposite gender 

1 Initiate Heal all wounds, no cost (automatic 
when talk to any member) 

2 Acolyte Sell potions 

3 Adept 

4 Curate 

5 Disciple Access to the PotionMaker 







ree Diviner : Daedric Summoning 








Guild skills: 
medical, streetwise, etiquette, illusion, restoration, archery, critical 
strike, nymph, harpy, daedric 

Training in: 
medical, streetwise, etiquette, illusion, restoration, archery, critical 
strike, nymph, harpy, daedric 
Can buy a blessing of Personality + (rank +2) 


pd © 1996 Bethesda Softworks 





Civilization 


















oe ne aba Comply | | 
Rank Title Reward 
0 Novice Fast travel time = (95 - rank) / 100 * 
travel_time, 
1 Initiate Heal all wounds, no cost (automatic 
when talk to any member) 
2 Acolyte 
4 Curate Sell potions 
6 Brother 
7 Diviner Daedric Summoning 


Master 


\o 


Patriarch 


Akatosh 
Guild skills: 


destruction, alteration, long blade, daedric, dragon, stealth, 
running 





Training in: 


destruction, alteration, long blade, daedric, dragon, stealth, 
running, archery, swimming 


Can buy a blessing of Speed + (rank +2) 


© 1996 Bethesda Softworks g3 








The Paggerfall Chronicies 


Julianos Temple 


Rank Title Reward 


1 
2 Acolyte Heal all wounds, no cost (automatic 
when talk to any member) 


Adept Sell magical items 


Curate 3 
Disciple Access to the ItemMaker 
Brother Daedric Summoning 


Diviner - Daedric Summoning 
Master 


Patriarch 





Nea Sulianos 
Guild skills: 


thaumaturgy, mysticism, alteration, short blade, impish, daedric, 
lockpicking 

Training in: 
thaumaturgy, mysticism, alteration, short blade, impish, daedric, 
lockpicking, critical strike, mercantile 


Can buy a blessing of Intelligence + (rank + 2) 


gt © 1996 Bethesda Softworks 





Civilization 


Dibella Temple 
RRank Title Reward 
2 


Acolyte Heal all wounds, no cost (automatic 
when talk to any member) 


Curate Buy and sell soulgems 
Disciple Access to the PotionMaker 


Brother 
Diviner ‘Daedric Summoning 
Master 


Patriarch 





* 


Guild skills: 
etiquette, illusion, restoration, long blade, lock picking, orcish, 
nymph, daedric 
Training in: | 
etiquette, illusion, restoration, long blade, lock picking, orcish, 
nymph, daedric, streetwise, harpy 
Can buy a blessing of Luck + (rank + 2) 


© 1996 Bethesda Softworks gs 





The Daggerfall Chronicles 






atendarr Temple 


Rank Title Reward 


Novice Healing all wounds, no cost (automatic 

when talk to any member) 

(2 * rank) out of 100 chance that when 
killed (not by drowning), the PC actually 
survives albeit in a temporarily 

weakened state. 








i 


Initiate 







to 





Acolyte Sell potions 
Adept 





| 





Curate 


Disciple Access to the PotionMaker 





Or 





Dn 


Brother 





NI 


Diviner Daedric Summoning 
Master 





(o.<) 





wo 


Patriarch 


Stendart 
Guild skills: 


medical, restoration, blunt weapon, axe, dodging, critical strike, 
daedric 


Training in: 





medical, restoration, blunt weapon, axe, dodging, critical strike, 
daedric,orcish, spriggan 


Can buy a blessing of Legal rep + (rank + 2) 


g6 © 1996 Bethesda Softworks 





Civilization 


Aunareth Temple 


Breath meter runs (Rank + 10) / 10 longer 


Heal all wounds, no cost (automatic 
when talk to any member) 


Brother Access to SpellMaker 





. 


Guild skills: 





EE 


jumping, running, dodging, archery, harpy, dragon, destruction, 
illusion,climbing, stealth, daedric 


: Training in: 
jumping, running, dodging, archery, harpy, dragon, destruction, 
illusion, climbing, stealth, daedric 


Can buy a blessing of Endurance + (rank + 2) 


As shown above certain gods patronize certain regions. For each sta- 
_ tus level a PC has in that temple, there is a +1 bonus to his reputation with 
all people in that region. 


© 1996 Bethesda Softworks Q/ 





The Daggerfall Chronicles 


nightly Orders 


eis Title Reward ’ 
0 No charge for staying at an inn in any q 
region where that order is present 


One free piece of non-magical armor per — 
rank, starting at this rank. Pick three to _ 
six random pieces, all of the same metal. — 
Metal type is based upon rank (2=silver, — 
3=elven, 4=dwarven, 5=mithril, | 
6=adamantium, 7=ebony, 8=orcish, 
9=daedric) 


Chevalier 
Keeper No charge for staying at any inn 
Knight Brother 


Commander No charge for travel by ship 
Marshal 
Seneschal 


Paladin Free house in a region where that order 
is present 





Knightly Orders 
Guild skills: 
long blade, archery, critical strike, etiquette, medical, giantish, 
dragon 


No pay for guild quests, open to all (penalty built into 
the quests) 


No training (penalty) 


gg © 1996 Bethesda Softworks 





Here are a few of the better known knightly orders of the Iliac Bay 
region, with some details about how they differ. 


Knights of City-States 


Daggerfall (Knights of The Dragon) 


Protectors and warriors for the city and the royal family of Dag- 
gerfall. The knights are lead by Lord Bridwell, who is intensely 
devoted to the royal family. But Mobar, his second-in-command, 
questions the royal family’s honor and is considering leading a 
revolt against them. 


Sentinel (Knights of The Moon) 


Protectors and warriors for the city and royal family of Sentinel. 
Their recent defeat at the hands of Daggerfall meant a change in 
their hierarchy. They are a fairly new and informal group. Their 
official leader is Vhosek, but he is usually too busy with affairs at 
the palace to give them much notice. K’avar, the warlord, involves 
himself in their affairs when his own knights are elsewhere. Their 
unofficial leader is Ulfahn, a sergeant in their ranks with a lot of 
charisma. 


Sentinel (Knights of the Candle): 


Personal retinue of K’avar, warlord of Sentinel. They act more like 
spies than knights. They even have several different uniforms so 
they can go into combat incognito if K’avar tells them to. 


Wayrest (Knights of The White Rose) 


Protectors and warriors for the city and royal family of Wayrest. 
The Knights are rather divided right now- some supportive of any 
action of the king, others furious about the possible prospect of a 
Dark Elf heir. Many are upset at the foundation of Orsinium and 
the displacement of the peasantry from the foot of the Wrothgarian 
Mountains, others believe the right place for the knights in times of 
trouble is at the king’s right-hand. Lord Woodborne and Lord 
Darkworth are both members of the Knights of the White Rose. 


© 1996 Bethesda Softworks 


Civilization “i 





The Daggerfall Chronicles 


100 


Knights of Towns 
Anticlere (Knights of the Flame) 


Protectors and warriors for the town and royal family of Anticlere. 
They are sworn to guard the Flytes, though they are curious why 
they are not permitted to stop highwaymen outside the Anticlere 
limits, but to keep their activities to the palace and town of Anti- 
clere. Several of the better-looking, dimmer knights are personal 
guards of Lady Flyte, and enjoy great privileges. Everyone is 
pretty loyal and dedicated, as grateful as they are to the Flytes for 


rescuing the town formerly known as Reich Gradkeep. 


Lainlyn (Knights of the Horn) 


Protectors and warriors for the town and royal family of Lainlyn. 
The lord of the town is a bit of a tyrannical bully, and so are the 
knights. . 

A lot of their time is spent intimidating peasants for tax money and 
trading jokes about Lord Kain’s men- the Knights of the True 
Horn, who are still gathering steam in High Rock. 


Glenpoint (Knights of the Owl) 


Protectors and warriors for the town and royal family of Glen- 
point. 


Dwynnen (Knights of the Raven) 


Protectors and warriors for the town and royal family of Dwyn- 
nen. 


Avibon-Gora (Knights of the Wheel) 


Protectors and warriors for the town and royal family of Avibon- 
Gora. 


© 1996 Bethesda Softworks 





Civilization 


Totambu (Knights of the Scarab) 


Protectors and warriors for the town and royal family of Totambu. 


Santaki (Knights of the Hawk) 


Protectors and warriors for the town and royal family of Santaki. 


Knights of Nobles 
Lord Kain (Knights of the True Horn) 
Followers of Lord Kain, pretender to the throne of Lainlyn. They 


have no permanent home now and are not taking any more 
knights, though they are happy to employ mercenaries. Some of 
them realize that they will never win in their lifetimes, but their 


children may take up the fight. 


Lord Plessington (Knights of the Cup) 


Protectors of the Plessington clan. Not a very powerful or large 

group, but very eager to help in all the affairs of High Rock. Pless- 
~ ington likes to send his knights off for no greater purpose than 

to right a wrong, and come back with lots of interesting stories. 


Knights of Guilds 
Mages Guild (Knights of the Lamp) 
These are primarily non-spellcasting knights, in charge of protect- 
ing the guild and representatives of the guild in dangerous territo- 
ries. The knights travel to and from the various Mages Guilds 
around the Iliac Bay as needed, and they are granted privilege lev- 
els that correspond with members of the guild. 


Temples (Knights of the <God Symbol>) 


These knights are given the same privileges as members of ‘ 
certain temples. 


© 1996 Bethesda Softworks 10) 








The Daggerfall Chronictes 


Other Interesting Places 


Courts 


Crime and Punishment 
3f the JIC does any one of the following: Subtract from Legal Reputation 


Breaking and Entering: Attempts to break into a house 10 
during daytime and is seen, whether he succeeds or fails 


in his lockpicking. 
Trespassing: Trespasses (goes into an area where he does 
not have the privilege to be) and is seen. ; 


Breaking and Entering: Leaves a place where he has been 
trespassing and is spotted. : 


Assault: Attacks someone during daytime and is seen 
before the person has been killed. 


Criminal Mischief: Consorts with a member of the 
‘underworld and is seen by a law official. 





oe Banks 


Banks charge interest at a one-time 10% percent rate. Thus, if you 
borrow 1,000 gold pieces, you will be required to pay back 1,100 gold 
pieces at the end of the loan period- which is always one year. The PC can 
never borrow more than 50,000 gold pieces per level. 


A letter of credit is basically the same as money. You can deposit these 
at no charge, and if you wish to have one made out you can do so at a cost 


of AMOUNT / 100 +1. 


102 © 1996 Bethesda Softworks 





Civilization 
The bank will also sell ships and houses. It will only sell houses if any 


are available in the current town. It will also buy back houses and ships at 
areduced rate. 


dees 
Stores Be. 


Buying from Store 










Amount = .75(%delta_mercantile) + .25 (%delta_personality) 








Calculate mercantile skill like this: 


%delta_mercantile = [ (merchant_level / 200) + .5] * [ ( (100 - player_level) / 200) + .5] 


Calculate personality like this: 





%delta_personality = [ (merchant_level / 200) + .5] * [ ( (100 - player_level) / 200) + .5] 


Selling to Store 





%a = .6(%delta_mercantile) + .15 (%delta_personality) 





%delta_mercantile = [ ( (100 - merchant_level) / 200) + .5] * [ (player_level / 200) + .5] 






%delta_personality = [ ( (100 - merchant_level) / 200) + .5] * [ (player_level / 200) + .5] 








© 1996 Bethesda Softworks 105 





S 


for most magic spells or 


he three key words 


item are duration, 


chance, and magnitude. 


That follows is a chart that goes 


rough al! of the major spell effects 
ilable to the PC in Daggerfall. 


-~ Clearly, some spells are automatically cast 
without any fear of failure. Some last a split 
second, others for the entire combat. Learn 

fell from these special tips. 





© 1996 Bethesda Softworks - - fuieunaas 105 





The Daggerfall Chronicies 


Chameleon — Normal 
Makes target very difficult to see. If target attacks something, 
chameleon spell is aborted. 


Chameleon — True 
Makes target very difficult to see. This spell is not aborted if 
target attacks something. 


Charm 
Raises caster’s charm with target, thereby improving caster’s 
reputation. 


Climbing 
Causes target to climb at twice the natural rate. 


Continuous Damage — Fatigue 
Causes target's fatigue to be damaged. 


Continuous Damage — Health 
Causes target's health to be damaged. 


Continuous Damage — Spell Points 
Causes target's spell points to be damaged. 


Create Item 
Creates one useful item of the caster’s choosing. 


Cure — Disease 
Cures target of disease. 


Cure — Paralysis 


Cures target of paralysis. 


Cure — Poison 
Cures target of poison. 


Damage — Fatigue 
Drains fatigue from target making target tired. 


Damage — Health 
Causes damage to health of a character. 


106 © 1996 Bethesda Softworks 








Legerdemain 


Damage — Spell Points 
Drains Spell Points from target. 


Detect Enemy 
Caster is able to detect all enemies within range. 


Detect Magic 
Caster is able to detect all magic within range. 


Detect Treasure 
Caster is able to detect all treasure within range. 


Disintegrate 
Causes target to disintegrate. 


Dispel — Daedra 
Causes daedra to be dispelled. 


Dispel — Magic 
Causes magic to be dispelled. 


Dispel — Undead 
Causes undead to be dispelled. 


Drain — Agility 


Causes target's agility to be drained. 


Drain — Endurance 
Causes target's endurance to be drained. 


Drain — Intelligence 
Causes target's intelligence to be drained. 


Drain — Luck 
Causes target's luck to be drained. 


Drain — Personality 
Causes target's personality to be drained. 


Drain — Speed 
Causes target's speed to be drained. 


© 1996 Bethesda Softworks 107 


The Daggerfal Chronicles 


108 








Drain — Strength 
Causes target's strength to be drained. 


Drain — Willpower 


Causes target's willpower to be drained. 


Elemental Resistance — Fire 
Causes target to be resistant to fire. 


Elemental Resistance — Frost 
Causes target to be resistant to frost. 


Elemental Resistance — Magic 
Causes target to be resistant to magic. 


Elemental Resistance — Poison 
Causes target to be resistant to poison. 


Elemental Resistance — Shock 
Causes target to be resistant to shock. 


Fortify Agility 
Increases target's agility. 


Fortify Endurance 
Increases target's endurance. 


Fortify Intelligence 
Increases target's intelligence. 


Fortify Luck 
Increases target's luck. 


Fortify Personality 
Increases target's personality. 


Fortify Speed 
Increases target's speed. 


Fortify Strength , 
Increases target's strength. 


© 1996 Bethesda son 





Fortify Willpower 
Increases target's willpower. 


Free Action 

Causes target to be resistant to paralysis. 
Heal Agility 

Heals target's agility. 
Heal Endurance 

Heals target's endurance. 
Heal Fatigue 

Heals target's fatigue. 
Heal Health 

Heals target's health. 
Heal Intelligence 

Heals target's intelligence. 
Heal Luck 

Heals target's luck. 
Heal Personality 

Heals target's personality. 


Heal Speed 
Heals target's speed. 


Heal Strength 
Heals target's strength. 


Heal Willpower 

Heals target's willpower. 
Identify 
Identifies magic items. 


Invisibility (Normal) 


Turns target invisible. If target attacks something, invisibility is 


dispelled. 


1996 Bethesda Softworks 


Legerdemain 


109 


The Daggerfall Chronicles 


10 





Invisibility (True) 
Turns target invisible. If target attacks something, target will 
still remain invisible. 


Jumping 
Causes target to jump at twice the natural rate. 


Levitate 
Target is able to float above the ground. 


Light 
Bright light source created around target. 


Lock 
Locks door to a lock-level equal to the caster’s level. 


Open 
Opens a locked door. 


Pacify Animal 
Pacifies any living beast of subhumanoid intelligence. 


Pacify Daedra 


“ 


Pacifies daedra monsters. 


Pacify Humanoid 
Pacifies humanoid monsters. 


Pacify Undead 
Pacifies undead monsters. 


Paralyze 
Causes target to be paralyzed. 


Regenerate 
Regenerates target's health. 


Shadow — Normal 


Causes target to meld into normal shadows. If target attacks some- 


thing, shadow spell is aborted. 


© 1996 Bethesda Softworks 





Legerdemain 


Shadow — True 
Causes target to meld into normal shadows. 


Silence 
Silences target, making casting spells impossible. 


Shield 
Creates shield around caster that absorbs damage. When shield 
has taken its maximum damage or the spell has elapsed, shield will 


be dispelled. 


Slow Falling 
Causes target to fall at a very slow speed, completely avoiding 
damage. 


Soul Trap 
The target's soul will be imprisoned 
in any true soul gem if it dies while 
the spell is active. If no soul gem 







is present, the monster becomes 
unkillable until the spell expires. 


Spell Absorption 
Target is able to absorb incom- 
ing spells, adding their 
energy to his or her own 
store. 


Spell Reflection 
Target is able to reflect 
incoming spells. 


Spell Resistance 


Target is able to resist 
incoming spells. 


© 1996, Bethesda Softworks WW 





The Daggerfall Chronicles 


12 


Teleport 


Spell must be cast twice. First at the place where the caster wishes 
to return, second to teleport the caster to that location. 


Transfer Agility 
Transfers target's agility to the caster. 


Transfer Endurance 
Transfers target's endurance to the caster. 


Transfer Fatigue 
Transfers target's fatigue to the caster. 


Transfer Intelligence 
Transfers target's intelligence to the caster. 


Transfer Health 
Transfers target's health to the caster. 


Transfer Luck 
Transfers target's luck to the caster. 


Transfer Personality 
Transfers target's personality to the caster. 


Transfer Speed 


Transfers target's speed to the caster. 


Transfer Strength 
Transfers target's strength to the caster. 


Transfer Willpower 
Transfers target's willpower to the caster. 


Water Breathing 


Allows target to remain underwater and will trigger when target 


enters water. 


Water Walking 


Allows caster to move at normal speed in water without sinking 


even while carrying heavy items. 


© 1996 Bethesda Softworks 





Legerdemain 
gl 
Many locations in Tamriel possess special contraptions of great help 
to the spellcasting PC. The SpellMaker, ItemMaker, and PotionMaker 
give the PC tremendous flexibility, with access to the most potent magical 
powers ever conceived or accessible in Tamriel. The Daggerfall Manual 


gives you tremendous detail on the use of these machines. Therefore, 
we will confine our discussion to some unique aspects of their use. 


Creating Spells from Scratch (Spell Faker) 4 


The SpellMaker is covered in the Daggerfall Manual. But the player 
should be aware of these tips: 


) Resist the urge to add every conceivable effect and magnitude to 
created spells. Carefully monitor the spell point cost, and compare 
it to your PC’s available and expected future spell points. Fashion- 
ing a spell that will expend all available spell points with one cast Se 
leaves the spellcaster dangerously open to damage and death. 


() When you are a lower level character, make spells that have a high 
initial magnitude, chance, or duration. Higher lever characters 
should switch to spells that have almost no initial values, but have 
high per level values. This tactic will make sure that your spells 
cost the least amount of spell points. The exact crossover level dif- 
fers from spell effect to spell effect. 
However it is gener- 
ally between the 
5th and 7th 


levels. 










© 1996 Bethesda Softworks 3 5 





The Daggerfall Chronicies 


114 





Enchanting Items (Item*Maker) 


Soul Gems 

























ee 









Werewolf 1000 








Ghost 30,000 








Monster Soul Value | 


Nymph 10,000 | 
Slaughterfish 0 | 
Orc Sergeant 1000 | 


© 1996 Bethesda Softworks — 









Soul Gems 


| Monster Soul Value 


Mummy | 10,000 
Giant Scorpion 0 
Orc Shaman 00 

0 





Daedra Lord 800,000 
Lich 100,000 


© 1996 Bethesda Softworks 


30 
Gargoyle 3000 
00 















Legerdemain 


NS 





The Daggerfall Chronicies 


116 


Stirring Cauldrons (Potion Maker) 


The level of the Mages Guild determines what type of items may be 
available. The higher the guild level, the higher the rarity level of the 


available items. 


The PotionHiaker 


| Rarity] 
tem Power level General Effect 


Small Tooth 1 

Medium Tooth 3 : 
8 ‘ 
4 


Resist Poison 


“ « 


Large Scorpion Stinger pape 


Snake Venom 
Golden Poppy 5 Charm 


Pearl 2 Water Breathing 


Resist Poison 


1 
Ghoul’s Tongue 14 Resist Fire 


Lead Slowfall 
Iron 4 Slowfall 





3 
Orc blood 5 Fortify Strength 
Gold 8 Charm 
Platinum 12 Invisibility 


Brass 4 
Silver 6 
Saint’s Hair 16 


Jumping 





Cure Paralyzation 


Cure Disease 





© 1996 Bethesda Softworks 





The PotionFlaker 
Rarity/ 
ae level General Effect 


Holy Icon Dispel Magic 
Daedra’s Heart Fortify Willpower 














Yellow Rose Polymorph 
Levitate 
Resist Fire 
Slowfall 
Heal Fatigue 





ee 


aD 



















a s Venom sacle 


Troll’s Blood — 


© 1996 Bethesda Softworks 





Legerdemain 


V7 





The Haggerfall Chronicles 


118 

















The PotionHiaker 
Rarity/ 
stem Power level General Effect 
Black Rose 6 Silence 
Malachite 13 Silence 
Clover 3 Fortify Luck 








Resist Fire 
Fortify Personality | 
Fortify Intelligence | 





Nymph Hair 
Lich Dust 


i) 
o 


ee 
OS) 
aa ee 





White Rose 4 Fortify Intelligence | | 
Turquoise 6 Resist Frost 


Damage Fatigue | | 
Resist Magicka 


Red Flowers 
Cactus 





On 


© 1996 Bethesda Softworks. . 








Legerdemain 


The nb 


= wd General Effect 


_ Fairy Dragon's Scales 
_ Red Rose Detect Magic 





Potion Recipes 

Cast at 5th level 

Stamina 
Price: 25 
Use: Heal Fatigue 
Duration: N/A + N/A per N/A level(s) 
Chance: N/A + N/A per N/A level(s) 
Magnitude: 5-5 + 4-4 per | level(s) 

Ingredients: 
Pure Water 


Aloe 
Ginko Leaves 


© 1996 Bethesda Softworks 119 











The Paggerfall Chronicles 


Orc Strength 
Price: 50 
Duration: | + 1 per | level(s) 
Chance: N/A + N/A per N/A level(s) 
Magnitude: 1-1 + 14-14 per | level(s) 
Ingredients: 
Orc's Blood 
Iron 


Rain Water 


Healing 
Price: 50 
Use: Increases Fatigue and Health 
Duration: N/A + N/A per N/A level(s) 
Chance: N/A + N/A per N/A level(s) 
Magnitude: 5-5 + 9-9 per | level(s) 
Ingredients: 

Elixir Vitae 

Yellow Berries 

Mercury 

Troll Blood 


Restore Power 
Price: 75 
Duration: N/A + N/A per N/A level(s) 
Chance: N/A + N/A per N/A level(s) 
Magnitude: 5-5 + 4-4 per | level(s) 
Ingredtents: 
Nectar 
Silver 
Werewolf Blood 


Saint’s Hair 


120 


© 1996 Bethesda Softworks 





Legerdemain 


Resist Fire 
Price: 75 
Use: Elemental Resistance Fire 
Duration: | + 1 per | level(s) 
Chance: 100% + 1% per | level(s) 
Magnitude: N/A +N/A per N/A level(s) 
Ingredients: 
Ichor 
Amber 
Red Flowers 


Dragon Scales 
Cactus 


Resist Frost 
Price: 75 
Use: Elemental Resistance Frost 
Duration: | + 1 per | level(s) 

Chance: 100% + 1% per | level(s) 
Magnitude: N/A +N/A per N/A level(s) 
Ingredients: 
Ichor 

Turquoise 


Pine Branch 
White Rose 





|996 Bethesda Softworks 22) 








The Paggerfall Chronicles 


Resist Shock 
Price: 75 
Use: Elemental Resistance Shock 
Duration: 1 + 1 per | level(s) 
Chance: 100% + 1% per 1 level(s) 
Magnitude: N/A +N/A per N/A level(s) 
Ingredients: 
Ichor 
Lodestone 


Yellow Berries 


Cure Disease 
Price: 100 
Use: Cure Disease 
Duration: N/A + N/A per | level(s) 
Chance: 1% + 10% per | level(s) 
Magnitude: N/A +N/A per N/A level(s) 
Ingredients: 
Elixir Vitae 
Fig 
Nymph’s Hair 
Slow Falling 
Price: 100 
Use: Slowfall (Feather Fall) 
Duration: | + 1 per | level(s) 
Chance: N/A + N/A per N/A level(s) 
Magnitude: N/A + N/A per N/A level(s) 
Ingredients: 
Pure Water 
White Poppy 
Black Poppy 


© 1996 Bethesda Softworks 








Legerdemain 


Water Breathing 
Price: 100 
Use: Waterbreathing 
Duration: | + | per | level(s) 
Chance: N/A + N/A per N/A level(s) 
Magnitude: N/A + N/A per N/A level(s) 
Ingredients: 
Rain Water 
Elixir Vitae 


Ivory 


Heal True 
Price: 100 
Use: Heal Health 
Duration: N/A + N/A per N/A level(s) 
Chance: N/A + N/A per N/A level(s) 
Magnitude: 5-5 + 19-19 per | level(s) 
Ingredients: 
Elixir Vitae 
Yellow Berries 
Green Berries 
Unicorn’s Horn 


Levitation 
Price: 125 
Use: Levitation 
Duration: | + 1 per | level(s) 
Chance: N/A + N/A per N/A level(s) 
Magnitude: N/A + N/A per N/A level(s) 
Ingredients: 
Pure Water 
Nectar 
Ectoplasm 


196 Bethesda Softworks 125 





The Daggerfall Chronicles 


Resist Poison 
Price: 125 
Use: Elemental Resistance - Poison 
Duration: | + 1 per | level(s) 
Chance: 5% + 19% per | level(s) 
Magnitude: N/A +N/A per N/A level(s) 
Ingredients: 
Ichor 


Snake Venom 


Golden Poppy 





124 © 1996 Bethesda Softwor! 





Free Action 
Price: 125 
Use: Cure Paralysis 
Duration: | + | per | level(s) 
Chance: 5% + 19% per | level(s) 
Magnitude: N/A +N/A per N/A level(s) 
Ingredients: 
Ichor 
Spider's Venom 
Twigs 
Bamboo 


Cure Poison 
Price: 200 
Use: Cure Poison 
Duration: N/A + N/A per N/A level(s) 
Chance: 5% + 19% per | level(s) 
Magnitude: N/A +N/A per N/A level(s) 
Ingredients: 
Ichor 
Large Scorpian’s Stinger 
Small Tooth 


Pearl 


Chameleon Form 
Price: 200 
Use: Chameleon (Normal) 
Duration: 1 + 1 per | level(s) 
Chance: N/A + N/A per N/A level(s) 
Magnitude: N/A + N/A per N/A level(s) 
Ingredienta: 

Rain water 

Nectar 

Green Leaves 

Yellow Flowers 


Red Berries 


996 Bethesda Softworks 


Legerdemain 


125 


The Daggerfall Chronicles 


126 





Shadow Form 


Price: 200 

Use: Shadow (Normal) 

Duration: 1 + 1 per | level(s) 

Chance: N/A + N/A per N/A level(s) 
Magnitude: N/A + N/A per N/A level(s) 


Ingredients: 
Rain Water 
Nectar 
Malachite 
Black Rose 


Invisibility 


Price: 250 

Use: Invisibility (Normal) 

Duration: 1 + 1 per | level(s) 

Chance: N/A + N/A per N/A level(s) 
Magnitude: N/A + N/A per N/A level(s) 


Ingredients: 
Rain Water 
Nectar 
Ectoplasm 
Diamond 


Purification 


Price: 500 

Use: Cure Disease 

Duration: N/A + N/A per 1 level(s) 
Chance: 1% + 10% per | level(s) 
Magnitude: N/A +N/A per N/A level(s) 


Use: Heal Health 

Duration: N/A + N/A per N/A level(s) 
Chance: N/A + N/A per N/A level(s) 
Magnitude: 5-5 + 19-19 per | level(s) 


© 1996 Bethesda Softwor 





Legerdemain 


Use: Invisibility (Normal) 
Duration: 1 + 1 per | level(s) 
Chance: N/A + N/A per N/A level(s) 
Magnitude: N/A + N/A per N/A level(s) 
Ingredients: 

Elixir Vitae 

Nectar 

Rain Water 

Fig 

Nymph’s Hair 

Ectoplasm 

Diamond 


Mummy Wrappings 


Ingredients 


Special Flora of Tamriel 


The Arabesque nut can be found growing wild in the mountains of 
Hammerfell. This succulent nut is often the only nourishment of 
adventurers who find themselves in the wilderness without rations. It 
is said that the Arabesque nut has magical properties. When it is 
crushed and mixed with the milk of the agile footed mountain goat, a 
potion can be made that allows the user to glide safely above the 
ground. 


Fire fern, a perennial herb, is native to Morrowind. The flowers 
are inconspicuous and often hidden. The glossy, evergreen foliage and 
flowers are resistant to the conditions of high heat and bright light. A 
petal from this plant placed under an adventurer’s tongue will provide 
protection from the heat and fire found in the lava pits and streams 


around Dagoth-Ur. 


Dragon’s-Tongue is the common name for a fernlike herb found in 
Hammerfell. It is especially prolific around the area of Fang Lair. It is 
a beautiful wildflower. Its name comes from the fire red fronds that 
protect it's golden flowers. Dragon’s-Tongue is as pretty as it is deadly 


© 1996 Bethesda Softworks )27 





The Paggerfall Chronicies 


128 





to most living beings, and needs to be avoided by adventurers. It is 
said, however, that Argonians can pick the plant and use the sap 
derived from its roots to enhance their endurance. 


Adonis is a herb grown by many residents of Valenwood for their 
beautiful and showy flowers. They attain a height of about three feet 
and have feathery leaves. The flowers are usually bright red. In addi- 
tion to their beauty, they are said to have magical abilities to enhance 
the appearance of anyone who carries or wears one of the flowers. 


Ironwood nut is a rare nut which comes from the Ironwood trees 
which grow deep in the forests of Skyrim. The wood from these trees 
is as hard as the metal for which they are named. The rare black iron- 
wood tree is said to produce a nut which is very succulent and is 
believed to enhance the strength of the adventurer who is able to 
crack its shell. 


The Narcissus plant which is found along the banks of rivers and 
lakes in High Rock is most inconspicuous. It has a small purple flower 
surrounded by a deep green leaf. The small flower is 
very sweet and tasty. Legend has it that when 
a eaten, it has the ability to increase one's 
\ RS) _ charisma for a short while. 
ADS 


_ ae The Somnalius fern can be 
tt Sem S wy found in the swamps of Black 
< ‘a Marsh. The fronds from this 
plant are light green and quite 
delicate. Picking a frond can be very 
difficult, but once retrieved it can be used 
to put an enemy to sleep for a short while 
by passing it under his nose. 


Arrowroot is a thick, rubbery tuber 


wy \ Ky \, that can be found in the province of 
Q ft Z Valenwood. The plant is very diffi- 
a" Y J cult to find, as its above ground 
oS foliage is very meager and scrawny. 
) But the arrowroot itself can be most 


i 


© 1996 Bethesda Softworks 





Legerdemain 


beneficial to the gatherer, as it has magical properties. The paste made 
from grinding the root is tasty and can improve the user's accuracy 
with a bow and arrow. 


Nightshade is reputed to be a poisonous herb. However, the variety 
found in many parts of Elsweyr is cherished by Khajiits who have fol- 
lowed the career path of thievery. Many Khajiits will tuck a piece of 
nightshade inside their armor to increase their abilities to skulk, hide, 
and become invisible. 


Ingredients 
~ ame Base Wet(lb) Hit Points Base Cost EPs 


~ Crystal 
Ruby 0.25 


Emerald 
Sapphire 0.25 
| Diamond 1000 


Amber 1000 


oe Plants 


2 
‘| Green Leaves 0.25 2 


0 
0 
Red Flowers 0.25 4 0 
0 


Yellow Flower 





~ © 1996 Bethesda Softworks 129 





The Daggerfall Chronicies 


Ingredients 
Base Wet(lb) Hit Points Base Cost Eps 


Temperate Plants 
Root Tendrils 


Clover 
Red Rose 
Yellow Rose 
Black Rose 
White Rose 
Red Poppy 
Black Poppy 
Golden Poppy 
White Poppy 
Warm Plants 
Ginko Leaves 
Bamboo 





150 © 1996 Bethesda Softworks 
q 


Ingredients 
Base Weti(lb) Hit Paints Base Cost EPs 





0 
| 5 8 0 E 
were ee 


Mountain Monsters 
Werewolf’s Blood 


Wereboar’s Tusk 0 | : 
Fairy Dragon Scales 0 te 
Nymph Hair 0 Eb 


Unicorn Horn 0 





Ectoplasm 
Wraith Essense 





Ectoplasm 
Ghost Essense 


Ghoul’s Tongue 


o 


ii 


So 


Spider’s Venom 
Troll’s Blood 
Snake Venom 
Medusa Snake 
Lich Dust 
Dragon Scales 


o/,/o;o }o ;o 








The PDaggerfall Chronicies 





Ingredients 
Hit Points Base Cost EPs 











Base Wot(lb) 


Warm Monsters 











Scorpian Stinger 
Giant 2 


Scorpian Stinger 
Small 0.25 
Mummy Wrapping 0 


25 25 0 
5 12 0 
7 40 0 
Cold Monsters | 
Giant’s Blood 10 25 0 
’ 4 26 0 
20 40 fo 4 


Bs) 

1 

Basilisk’s Eye 1 
0.5 







Gryphon’s Feather 


Misc Potions 
Daedra’s Heart 10 50000 500 0 


0.5 2000 200 0 
Holy Relic 1 9000 


400 0 
Tooth | 
Big 0.75 7 : 8 0 
Tooth | 
Medium 0.5 5 - 0 | 
Tooth 
Small 0.25 5 2 0 
Misc Potions 
Pure Water I 100 25 0 ‘a 
100 10 0 f 
100 20 0 | 















Rain Water 


1 
Orcs Blood 1 





152 © 1996 Bethesda Softworks 


Ingredients 
Base Wet(lb) hit Points Base Cost 


Misc Potions 
Elixir Vitae 
Nectar 
Ichor 


— = ati 


Refined Metals 
Mercury 


— 
lop) 


Brass 


= 
5 
— bh S 
ea 
oh 
a 
° 


Raw Metals 
Lodestone 
eee 


—] 
or 
o;o 


za 


Tron 


a 
E 
re 
o;o 


Silver 


— 
& 
o|o 


Platinum 


Coastal Items 
Ivory 


Pearl 








at 


© 1996 Bethesda Softworks 


ae " 
Ways to attack. Human monsters are more cynical 


, of the 
“RPG Kind 


Hilonsters 


actions and Aggression Levels 


© hen a monster (not a human monster) 
activated and notices the PC, it ran- 

Si 
domly determines its reaction. If the PC 
does not speak its language, the reaction 

much tougher to placate, hence the alternate for- 


4 








The Daggerfall Chronices 


If weapon is sheathed, weapon = 10, otherwise weapon = -25. 






monster_chance_tame = language + (personality / 10) + weapon. 


human monster_chance_ tame = (personality / 5) + (etiquette / 10) + weapon. 


Compare chance_tame to a roll of 1 to 200. 





If the monster is attacked, pickpocketed, or the target of a spell, it 
becomes untamed. 


Monster language skill is tallied every time a monster reaction is 
tested. Human monster reactions do not affect any skill. 






In general, though, most monsters will attack the PC when noticed. 
Expect few conversations with monsters while traipsing around in dun- 
geons, or anywhere else. 


Monster Compendium—Bestia Tactica 


The more information the Daggerfall player has on monsters, the bet- 
ter off the PC will be. While Daggerfall isn’t all about combat, almost 
every important personage and object is guarded by high-level monsters. 
These monsters generally have one specific purpose in life. Chew up the — 
PC, spit out the PC, and generally make life miserable. j 


i 
The following summarizes every monster that can be encountered in 
Daggerfall. It should be of invaluable aid to the PC during the quest. 
You'll learn where monsters hang out, how many might be encountered ; 
in a general area, their armor value (the lower the tougher), approximate 
monster hit points, whether any treasure might result from defeating the _ 
monster, the amount of damage to the PC’s health if the PC takes iton 
the chin, any special attacks, what weapons will and will not work, and 
their attributes. 
; 

; 


136 © 1996 Bethesda Softworks 





Close Encounters of the RPG Kind 


Just browsing through the first few entries, the common rat shouldn't 
seem much of a threat, unless the PC is really unlucky and contracts a 
filthy disease. As your eyes wander down the various monsters, a bad 
feeling in the pit of your stomach might result. Check out the capabilities 
of the Fire Daedra or the Ice Atronach. As a general rule, the easy mon- 
sters come first in the chart. By the time you get to the end of the chart, 
cold fear should be coursing through your veins. 


The Beasts: 


Rat 
Armor Value: 6 
Health: 1d8 + 8 (hp) 
Treasure Type: Nil 
Damage/Attack: 1-4 
Special Attack: 5% chance of transmitting disease per attack: 


plague, stomach rot, brain fever 


Weapon Needed to Hit: Any 


Imp 
Armor Value: 3 
Health: 1d8 + 10 
Treasure Type: D 
Damage/Attack: 2-15 
Special Attack: Spellcasting 
Spells: 7, 10, 29, 44 
Weapon Needed to Hit: Steel or better 


Spriggan 
Armor Value: -4 
Health: 2d8 + 10 
Treasure Type: B 
Damage/Attack: 1-8/1-8/1-10 
Special Attack: None 
Weapon Needed to Hit: Any 
Note: Must “kill” Spriggan three times before it is dead, each rein- 
carnation is bigger and badder 


4 


© 1996 Bethesda Softworks 137 








The Paggerfall Chronicies 


Giant Bat 
Armor Value: 6 
Health: 2d8 + 10 
Treasure Type: Nil 
Damage/Attack: 2-12 
Special Attack: 5% chance per attack of delivering a disease: 
Plague, Stomach Rot, Brain Fever 
Weapon Needed to Hit: Any 


Zombie 
Armor Value: 0 
Health: 2d8 + 50 
Treasure Type: G 
Damage/Attack: 15-50 
Special Attack: 2% chance per attack of delivering a disease: 
Plague, Yellow Fever, Stomach Rot, Consumption, Brain Fever, 
Swamp Rot, Leprosy, Red Death, Typhoid Fever, Dementia 
Weapon Needed to Hit: Any 


Grizzly Bear 
Armor Value: 6 
Health: 3d8 + 10 
Treasure Type: Nil 
Damage/Attack: 1-8/1-8/1-10 
Special Attack: Nil 
Weapon Needed to Hit: Any 


Sabretooth Tiger 
Armor Value: 6 yas 
Health: 3d8 + 10 = 
Treasure Type: Nil 
Damage/Attack: 1-10/1-10/3-15 
Special Attack: Nil 
Weapon Needed to Hit: Any 


138 © 1996 Bethesda Softworks 





Close Encounters of the RPG Rind 


Spider 
Armor Value: 5 


Health: 3d8 + 10 

Treasure Type: Nil (ree, 
Damage/Attack: 5-15 

Special Attack: Save vs paralysis with successful hit 


Spell: Spider Touch 
Weapon Needed to Hit: Any 


Orc 
Armor Value: 7 
Health: 3d8 + 10 
Treasure Type: A 
Damage/Attack: 1-6 ( or by weapon ) 






(Equipment list needed: weapon, armor, other categories) 
Special Attack: N/A 
Weapon Needed to Hit: Any 


Centaur 
Armor Value: 6 
Health: 4d8 + 10 
Treasure Type: C 
Damage/Attack: 5-15 (by weapon) 
(Equipment list needed: weapon, armor, other categories) 
Special Attack: Nil 
Weapon Needed to Hit: Any 


Ore Shaman 


Werewolf 
Armor Value: 5 
Health: 4d8 + 10 
Treasure Type: Nil 
Damage/Attack: : 1-10/1-10/2-12 
Special Attack: .6% chance per attack of lycanthropy 
Weapon Needed to Hit: Silver or better 


© 1996 Bethesda Softworks 139 





The PHaggerfall Chronicies 


Nymph 
Armor Value: 0 
Health: 5d8 + 10 
Treasure Type: C 
Damage/Attack: 1-5 
Special Attack: Energy Leech 
After the PC falls asleep, he wakes up 14 days later 
Weapon Needed to Hit: Silver or better 


Dragonling 
Armor Value: 6 
Health: 4d8 + 10 
Treasure Type: Nil 
Damage/Attack: 5-15 
Special Attack: Spellcasting: Fireball 
Weapon Needed to Hit: Any 


Giant Eel 
Armor Value: 6 
Health: 5d8 + 10 
Treasure Type: Nil 
Damage/Attack: 2-12 
Special Attack: Nil 
Weapon Needed to Hit: Any 





Orc Sergeant 
Armor Value: 5 
Health: 5d8 + 10 
Treasure Type: A 
Damage/Attack: 5-15 ( or by weapon ) 
Special Attack: N/A 
Weapon Needed to Hit: Any 


140 © 1996 Bethesda Softworks 





Close Encounters of the RPG Kind — 


Harpy 
Armor Value: 2 
Health: 6d8 + 10 
Treasure Type: D 
Damage/Attack: 2-12/2-12/5-15 
Special Attack: N/A 
Weapon Needed to Hit: Dwarven or better 





Wereboar 
Armor Value: 3 
Health: 7d8 + 10 
Treasure Type: Nil 
Damage/Attack: 2-12/2-12/5-15 
Special Attack: .6% chance per attack of lycanthropy 
Weapon Needed to Hit: Silver or better 


Skeletal warrior 
Armor Value: 2 
Health: 7d8 + 10 
Treasure Type: H 
Damage/Attack: 5-15 
Special Attack: Nil 
Weapon Needed to Hit: Edged weapons inflict 1/2 damage 





Giant 
Armor Value: 3 
Health: 8d8 + 10 
Treasure Type: F 
Damage/Attack: 10-30 
Special Attack: N/A 
Weapon Needed to Hit: Any 


Skeleton Warrior 


5) 1996 Bethesda Softworks ai 





The Paggerfall Chronicies 


12 





Ghost 


Armor Value: 0 

Health: 7d8 + 10 

Treasure Type: I 

Damage/Attack: 10-35 

Special Attack: Spellcasting 

Spell: Wizard Rend 

Weapon Needed to Hit: Silver or better 


Mummy 


Armor Value: 2 

Health: 7d8 + 10 

Treasure Type: E 

Damage/Attack: 5-15 

Special Attack: 5% chance of delivering a disease with a successful hit 
Diseases: Plague, Yellow Fever, Stomach Rot, Consumption, 
Brain Fever, Swamp Rot, Cholera, Leprosy, Red Death, Typhoid 
Fever, Dementia. 

Weapon Needed to Hit: Silver or better 


Giant Scorpion 


Armor Value: 0 

Health: 8d8 + 10 

Treasure Type: Nil 

Damage/Attack: 15-25 

Special Attack: Save vs Paralysis with each attack 
Spell: Spider Touch 

Weapon Needed to Hit: Any 


Orc Shaman 


Armor Value: 7 . 

Health: 8d8 + 10 

Treasure Type: U 

Damage/Attack: 2-20 (by weapon) 

Special Attack: Spellcasting 

Spell: Levitate, Invisibility, Wizard’s Fire, Spell Shield, Fire Storm, 
Lightning 

Weapon Needed to Hit: Any 


© 1996 Bethesda Softworks 





Close Encounters of the RG Kind 


Gargoyle 
Armor Value: 0 
Health: 9d8 + 10 
Treasure Type: Nil 
Damage/Attack: 10-15 
Special Attack: Nil 
Weapon Needed to Hit: Mithril or better 





Wraith 
Armor Value: 0 
Health: 10d8 + 10 
Treasure Type: I 
Damage/Attack: 20-45 
Special Attack: Spellcasting 
Spells: Far Silence, Lightning, Acidic Field 
Weapon Needed to Hit: Silver or better 


Ore Warlord 
Armor Value: 0 
Health: 10d8 + 10 
Treasure Type: T 
Damage/Attack: 5-50 (by weapon) 
Special Attack: N/A 
Weapon Needed to Hit: Any 


Frost Daedra 
Armor Value: -5 
Health: 15d8 + 10 
Treasure Type: J 
Damage/Attack: 50-100 
Special Attack: Spellcasting (save vs frost) 
Spells: Ice Bolt, Ice Storm 
Weapon Needed to Hit: Mithril or better 


© 1996 Bethesda Softworks 145 





The Paggerfall Chronicies 


Fire Daedra 
Armor Value: | 
Health: 16d8 + 10 
Treasure Type: J 
Damage/Attack: 15-50 
Special Attack: Spellcasting, save vs fire 
Spells: Fire Ball, Fire Storm 
Weapon Needed to Hit: Mithril or better 






Lesser Daedra (Daedroth) 
Armor Value: | 
Health: 17d8 + 10 
Treasure Type: E 
Damage/Attack: 15-50 
Special Attack: Spellcasting 
Spells: Spell Shield, Silence, Lightning 
Weapon Needed to Hit: Mithril or better 


Daedroth 


Vampire 
Armor Value: -2 
Health: 18d8 + 10 
Treasure Type: Q 
Damage/Attack: 20-50 
Special Attack: 2% disease-spread, .6% vampirism 
Spells: Levitate, Sleep 
Weapon Needed to Hit: Silver or better 


144 © 1996 Bethesda Softworks 





Close Encounters of the RPG Kind 


Daedra Seducer 


Armor Value: | 

Health: 18d8 + 10 

Treasure Type: Q 

Damage/Attack: 15-50 

Special Attack: Spellcasting 

Spells: Vampire Touch, Energy Leech 
Weapon Needed to Hit: Mithril or better 


Vampire Ancient 
Armor Value: -5 
Health: 20d8 + 10 
Treasure Type: Q 
Damage/Attack: 20-60 
Special Attack: 2% disease-spread, .6% vampirism 
Spells: Levitate, Shock, Paralysis 
Weapon Needed to Hit: Mithril or better 


Daedra Lord 
Armor Value: -10 
Health: 25d8 + 10 
Treasure Type: T 
Damage/Attack: 15-50 
Special Attack: Spellcasting 
Spells: Levitate, Shock, Free Action, Fireball, Balyna’s Antidote, 
Energy Leech 
Weapon Needed to Hit: Mithril or better 


Lich 
Armor Value: -10 
Health: 20d8 + 10 
Treasure Type: T 
Damage/Attack: 70-100 
Special Attack: Spellcasting 
Spells: Levitate, Shock, Free Action, Fireball, Wizard's Rend, 
Balyna’s Antidote 
Weapon Needed to Hit: Mithril or better 


© 1996 Bethesda Softworks lbp) 





The Daggerfall Chronicles 


Ancient Lich 
Armor Value: -12 
Health: 20d8 + 10 
Treasure Type: T 
Damage/Attack: 70-100 
Special Attack: Spellcasting 
Spells: Levitate, Shock, Free Action, Fireball, Toxic Cloud, Light- 
ning, Wizard Rend, Balyna’s Antidote 
Weapon Needed to Hit: Mithril or better 






: Fire Atronach 

Fire Atronach 
Armor Value: 6 
Health: 15d8 + 10 
Treasure Type: Nil 
Damage/Attack: 5-15 
Special Attack: Damage Aura al -6 ke per round) 
Weapon Needed to Hit: Any (fire spells heal damage done or have 
no effect) 


Iron Atronach 
Armor Value: 6 
Health: 15d8 + 10 
Treasure Type: Nil 
Damage/Attack: 5-15 
Special Attack: Damage Aura (1-8 hp per round) 
Weapon Needed to Hit: Any (electricity spells heal damage done 
or have no effect) 


146 © 1996 Bethesda Softworks 





Close Encounters of the RPG Kind 


Flesh Atronach 
Armor Value: 6 
Health: 15d8 + 10 
Treasure Type: Nil 
Damage/Attack: 5-15 
Special Attack: Damage Aura (1-10 hp per round) 
Weapon Needed to Hit: Any (poison/acid spells heal damage done 


or have no effect) 


Ice Atronach 
Armor Value: 6 
Health: 15d8+ 10 
Treasure Type: Nil 
Damage/Attack: 5-15 
Special Attack: Damage Aura (2-12 pts per round) 
Weapon Needed to Hit: Any (frost spells heal damage done or 
have no effect) 


Dreugh 
Armor Value: 6 
Health: 3d8 + 10 
Treasure Type: S 
Damage/Attack: 5-15 
Special Attack: Nil 
Weapon Needed to Hit: Any 


Lamia 
Armor Value: 6 
Health: 6d8 + 10 
Treasure Type: S 
Damage/Attack: 5-15 
Special Attack: Every | pt of health damage = 2 pts of fatigue 
damage 


Weapon Needed to Hit: Any 





© 1996 Bethesda Softworks 147 


The Daggerfall Chronicles 


148 








Preparation for Confrontation 





Always have your weapon equipped where monsters might be pre- 
sent and ready to pounce on the unwary PC. 


Assume that monsters will attack during the very next step in the 
game. 


Two-handed weapons inflict much greater damage than weapons 
that can be wielded with one hand. Unfortunately, a weapon 
requiring two hands prevents the PC from wielding a protective 
shield. Better to sacrifice some offensive punch than to leave the 
PC open to massive damage for lack of a shield. 


Cast preemptive spells. Spells such as protection and shield can be — 
cast when exploring. Don’t leave home without them! 


If your PC is not a magic user, remember to make sure that magic 
items that simulate the casting of spells by spellcaster classes are in 


the PC’s hands. | 


Increasing a PC's agility is very important for combat. While heavy — 
weapons and armor inflict great damage and protect well, the extra — 
weight severely limits the PC’s agility. If the PC is overburdened 
with treasure and ponderous weapons and armor, the PC will 
undoubtedly be much slower in combat. He will get fewer attacks 
per combat round. When fighting agile monsters, the results can be 
disastrous. 


A PC with extremely high agility or dexterity often gets more 
attacks than anyone else during combat. 


Study “The Beasts” above to discern what weapons and spells will 
or will not work against expected foes. 


Weapons and armor must be kept in good repair, for they can eas- 
ily deteriorate with age and constant use. 


© 1996 Bethesda Softworks 





Close Encounters of the RPG Rind 


) Resist the urge to burst into intersections in dungeons. Approach 
intersections with deliberation. Sometimes lurking monsters will 
give no warning grunt and will be hidden to the PC. 


() If monsters approach from afar, use ranged or missile weapons. 
+ When one pace away, reequip with a melee weapon. 


Confrontation— 
RealTime Combat 


. Daggerfall’s real-time combat is fast and furious. In real-time, the 

| player must make quick, decisive judgments about what the PC will do 
in a particular combat. Monsters don’t always conveniently face the 
player from the front, but often assault from all sides. It is not uncommon 
_ for the player to be surrounded by monsters in a combat. Choosing just 
the right spell can be time-consuming and hazardous to the PC’s health. 


First, check out the Daggerfall Manual. This gives the benefits and 
detriments of the different types of weapon attacks. When brandishing a 
_ weapon, keep your finger on the mouse button. Don’t wait for any par- 


ticular thrust to finish. About halfway through each thrust, begin 
another. That way there will be no delay in your melee attacks. 










Consider the geographical position of the party or PC when monsters 
attack. If in the open spaces- either outdoors, or in a cavernous dungeon 
area, head for a corridor. When the end of the corridor is reached, 
quickly turn around. While many monsters may be attacking, in that 
confined space only one can attack at a time, making the chance for 
victory much higher In essence, let the monsters come to you. 


11996 Bethesda Softworks 149 








The Daggerfall Chronices 


150 




















Another strategy is to use the physical outlay of the land or indoor 
location in other ways. Back up against pillars, trees, or any obstacles that. 
will reduce the number of sides your characters have exposed to attacking 
monsters. The fewer sides exposed, the greater your chance to win. : 


Never forget that monsters can slaughter a PC, whether it has one or 
twenty million hit points remaining. When multiple monsters attack, 
maneuver between them so that they will destroy each other with their 
own spells or ranged weapons. 

Finally, remember that in real-time combat, different swings with 
diverse weapons lead to optimal results. Experimentation and practice 
will reveal if this particular strategy is feasible. 


Daggerfall Combat Formulae and 
Saving Throws 


Legend for Combat Formulae 








Chance Odds of a successful blow 
Weapon skill 
Armor Rating: Self-explanatory 
i PC's Agility 
Monster’s Agility 
Luck: PC's Luck 
Luck2 Monster's Luck 










Swing Type: Slash/Plunge 

Adrenalinel: PC's Adrenaline Rush 
Adrenaline2: Monster’s Adrenalish Rush 
CareerMod: From Character Generation (0-5) 
Racial-mod: From PC's race (0-5) 





© 1996 Bethesda Softworks 





Close Encounters of the RPG Bind 


chance = skill + armor_rating + ( (agill - agil2) / 10) + ( (luckl - luck2) / 10) + 
swing_type + (adrenaline - adrenaline2) + generalMod + (career_Mod1 - 
career_Mod2) + misc_racial_mods - ( dodging skill / 10) - 60 


Maximum = 97% Minimum = 3% 


monster skill = level * 5 





With backstab skill, if behind enemy, add backstab to chance_to_hit if =p 
behind enemy and skill check successful, damage *= 3 as 


With critical strike skill, if skill check successful, add critical_strike / 10 to 
chance_to_hit. If skill check successful, damage *= 1+(critical_strike / 100) 





© 1996 Bethesda Softworks i 15) 





The Daggerfall Chronicles 


Hand-to-Hand 


damage_low = (skill/10) + 1 


monster skill = level * 5 





Hand-to-Hand Combat 


Note: 


Steel long swordis 2-16 
Steel dai-katanais 3-21 


Note: 


Daedric long sword is 9 - 23 
Daedric dai-katanais 10-28 — 





1§2 © 1996 Bethesda Softworks 





Close Encounters of the RPG Kind 


Saving Throws 


1. Determine probability of success 


2. Ifdie roll is within 20 of failing, prorate damage and duration (if any). 
Example: 
Character 4 saving throw is 78 
If he rolls 79-100, he suffers full damage ano full duration (if any) 
If he volls 60-78, he suffers prorated damage and prorated duration (if any) 
If he rolls 1-59, he suffers no damage 


Saving Throws 


Die Roll Damage/ Duration 


Se 
aaa eae 





© 1996 Bethesda Softworks 195 





The Haggerfall Chronicies 


154 


Wlagical Combat 


An important feature of spellcasting is the effects and lasting energy of 
certain magic spells. Some spells might last for a combat round or two, 
while others may run for the duration of the combat. The status window of 
the combat screen will impart information when a spell has worn off. Just 
remember, laughing in the face of monsters while unknowingly no longer 
protected by that wall of iron, will result in a major league wake up call. 


Be warned. As your PC gains strength, experience, and more power- 
ful spells, so do the monsters. Certain monsters, even lower- level mon- 
sters early in the game, can destroy the PC with a single spell, or send him 
to sleepy land. Put another way, if you have mass destruction spells, so do 
the monsters. 






Ver Best Hlagic Spells 


Attacks on all monster groups. 


Spells incapacitating monsters (Sleep, Paralyze) 












Heal individual or entire party. a 


Take advantage of your spellcasting character's ability to ready a spell. 
When surprised by monsters, or tactically failing to notice a hostile mon- 
ster's approach, pressing “recast spell” can be used to cast fireball or 
silence. 







© 1996 Bethesda Softworks 





Close Encounters of the RPG Kind 


Another important piece of inside information is to ignore the mouse 
during combat, except for targeting spells. Using the mouse to cast spells 
requires several mouse clicks. On the other side, simply hitting Q to cast 
the readied spell is a single keypress. Some of you rodent lovers may 
object, but when a fire golem is breathing down the PC's neck, the mouse 
should step aside for the trusty keyboard. 


Treasure and Booty 


Tamriel overflows with treasure. Gold pieces, powerful weapons, 
thick armor, strange objects, fancy ball gowns, keys, and potion ingredi- 
ents are yours for the taking. This is what playing an RPG like Daggerfall 
is all about. 


Victory over fiendish monsters should be cherished and celebrated. 
Increased skills, possible new levels for the PC, acquisition of a key game 
item, all when the PC kicks some butt. As Indiana Jones is fond of saying 
when asked why he does what he does — “Fortune and glory!” 


Explanation of column labels: 


TP = Temperate Plant Ingredient 
WP = _ Warm Plant Ingredient 
MM = Miscellaneous Monster Ingredient 
WM = _ Warm Monster Ingredient 
CM = _ Cold Monster Ingredient 
MP = Misc Potion Ingredient 
AM = _ Armor 

WP = Weapon 

MI = Magic Item 

CL = Clothes 

BK = Book 

MS = Miscellaneous Item 

RL = __ Religious Item 


© 1996 Bethesda Softworks 








The Daggerfall Chronicies 


” 


Gold TP WP MM WM CM MP AM WP MI CL BK MS RL 


=> 
bw 
f=) 
hom) 
oQ 
a — 3 
i— 
cs 
i) 
a 
= 
wo 
cs 
7 
S 


Code 














K 50-150 























© 1996 Bethesda Softworks 


156 





Close Encounters of the RG Rind 


¢ Multiply the number of gold pieces and the chance for each item by 
the level of the NPC. 


Roll % chance to see if monster has an item from a particular category. 
If successful, roll % chance x 0.5 for second item. If successful, roll % 
chance x 0.5 again, until no more items are found from that category. 


Live to Fight Another Day 


When attacked by monsters and overwhelmed, discretion may be the 
better part of valor. Running away is about the only thing the PC can do. 
It is important to note that all the movement keys work fine, even when a 
monster is flailing away at the PC. 


Unless hopelessly stuck in a corridor, run away. This strategy also 
applies if a combat is going badly with monsters cutting through the PC 
like the proverbial knife through butter. There is no shame or game 
penalty for running. Do you really care if your reputation with an ugly ice 
golem is reduced? 





© 1996 Bethesda Softworks 


17 





©1996 Bethesda Softworks 





target at range, save versus magic) 


Auriel's Bow appears as a modest Elven Longbow, but it 
one of the mightiest ever to exist in Tamriel’s history. Allege 


® created and used, like its sister Auriel’s Shield, by the great 
ish demigod, the Bow can turn any arrow intoa missile of. | 


th anddestruction, Without Auriel’s power behind it, 
ver, the bow uses its own store of energy for its power, 
se exhausted of this energy, the bow will vanish and reap 
ever chance puts it. Its most recent appearances have 
ubject of gossip for hundreds of years. 


piven by: Fighters Guild quest 


Spell Points: 1500 i 


Lightning, hand of sles, ah 
. magicka leech 


159 





The Paggerfall Chronictes 


Auriel’s Shield 


(caster only) 


Auriel’s Shield, an Ebony shield said to have once belonged to the 
quasimythical Elvish deity Auriel, can make its wielder nigh invulnerable. 
In its resistance to fire and magic, Auriel’s Shield is unsurpassed. Like 
many artifacts of Tamriel, the Shield has life and personality of its own, 
and does not feel bound to its user. A popular fable tells the tale of it aban- 
doning one wielder in her greatest hour of need, but this is perhaps apoc- 


ryphal. 
Given by: Fighters Guild quest 
Spell Points: 1500 
Spells: Resist fire, shield, and spell reflection 





160 © 1996 Bethesda Softworks 








Objects d Daggerfall 


Azura’s Star 


(1 target, save vs. magic) 


Few mortals have the stomach to trade in souls. The Dark Brother- 
hood does it, as do certain groups within the Mages Guild. For these cruel 
folk, Azura’s Star has a particular fascination. The Star acts as a reusable 
soul gem. The soul of any creature killed by the bearer of the Star is 
trapped within it. If the Star already carries a soul, nothing happens. 
Using Azura’s Star empties it, freeing the trapped soul to make its journey 
to Oblivion. Azura’s Star can be used to make magical items over and 
over and over. 


Given by: Azura 
Spell Points: 1500 
Spells: None 


Chrusamere 


(caster only) 


Chrysamere, the Paladin’s Blade and Sword of Heroes, is an ancient 
claymore with offensive capabilities only surpassed by its defenses. It 
lends the wielder health, protects him or her from fire, and reflects any 
deletory spells cast against the wielder back to the caster. Seldom has 
Chrysamere been wielded by a bladesman for any length of time, for it 


chooses not to favor one champion. 


Given by: Fighters Guild quest 
Spell Points: 1500 
Spells: Resist fire, Shalidor’s mirror, and heal 


© 1996 Bethesda Softworks 16) 





The Daggerfall Chronictes 


Ebony Blade 


(1 target at range, save versus magic) 


The Ebony Blade, sometimes called the Vampire or the Leech, resem- 
bles an ebony katana, and its power is very dark indeed. Every time the 
Ebony Blade strikes an opponent, part of the damage inflicted flows into 
the wielder as raw power. The Blade itself may not be any more evil than 
those who have used it, but at some point in its history, a charm was cast 
on it so it would not remain with any one bladesman for long. The wizard 
who cast this charm sought to save the souls of any too infatuated by the 
Blade, and perhaps he was right to do so. 


Given by: Mephala 
Spell Points: 1500 
Spells: Far silence, vampiric touch, and energy leech 


Lbony Mail 


(caster only) 


The Ebony Mail is an artifact created before recorded history, accord- 
ing to legend, by the Dark Elven goddess Boethiah. It is she who deter- 
mines who should possess the Mail and for how long a time. If judged 
worthy, its power grants the wearer invulnerability to all common magical 
attacks that drain talents and health. It is Boethiah alone who determines 
when a person is ineligible to bear the Ebony Mail any longer, and the 
goddess can be very capricious. 


Given by: Beothiah 
Spell Points: 1500 
Spells: Resist fire, shield, and spell shield 


162 © 1996 Bethesda Softworks 





Hircine Shield 


(caster only) 


The curse of lycanthropy has its advantages. The incredible strength, 
speed and ferocity of a werebeast make it a fearsome opponent. There are, 
of course, disadvantages. The bearer of the Hircine Shield can choose 
when to bea lycanthrope and when not. Essentially this gives him all the 
advantages with few of the negatives. 


Given by: Hircine 
Spell Points: 1500 
Spells: None 


Lord's Mail 


(caster only) 


The Lord’s Mail, sometimes called the Armor of Morihaus, the Gift of 
Kynareth, is an ancient cuirass of unsurpassable quality. It grants the 
wearer the power to regenerate lost health, resist the effects of spells, and 
cure oneself of poison when used. It is said that whenever Kynareth 
deigns the wearer unworthy, the Lord’s Mail will be taken away and hid- 
den for the next chosen one. 


Given by: Fighters Guild quest 
Spell Points: 1500 
Spells: Cure poison and spell shield 


© 1996 Bethesda Softworks 


Objects d’ Paggerfall 


165 





The PDaggerfall Chronicies 


Mace of Mislag Bal 


(1 target, save vs. magic) 


Also known as the Vampire's Mace, the Mace of Molag Bal drains its 
victims of spell points and gives them to the bearer. If the victim has no 
spell points, he is drained of strength, which is also transferred to the 
wielder. Using the Mace of Molag Bal can actually give its bearer more 
spell points or more strength than he would have fully rested. However, 
these bonus points are temporary. Molag Bal has been quite free with his 
artifact. There are many legends about the mace. It seems to be a favorite 
for vanquishing mad wizards. 


Given by: Molag Bal 
Spell Points: 1500 


Spells: None 





164 © 1996 Bethesda Softworks 





Masque of Clavicus Vile 


(caster only) 


Ever the vain one, Clavicus Vile made a masque suited to his own per- 
sonality. The bearer of the masque is more likely to get a positive response 
from the people of Tamriel. The higher his personality, the larger the 
bonus. The best known story of the masque tells the tale of Avalea, a 
noblewoman of some renown. As a young girl, she was grossly disfigured 
by a spiteful servant. Avalea made a dark deal with Clavicus Vile and 
received the masque in return. Though the masque did not change her 
looks, suddenly she had the respect and admiration of everyone. A year 
and a day after her marriage to a well connected baron, Clavicus 
reclaimed his masque. Although pregnant with his child, Avalea was ban- 
ished from the baron’s household. Twenty one years and one day later, 
Avalea’s daughter claimed her vengeance by slaying the baron. 


Given by: Clavicus Vile 
Spell Points: 1500 
Spells: None 


Hichrunes’ Razor 


(1 target, save vs. magic) 


The Dark Brotherhood has coveted this ebony dagger for generations. 


This mythical artifact is capable of slaying any creature instantly. Victims 
of the Razor must save vs. magic or be slain. History does not record any 
bearers of Mehrunes’ Razor. However, eighty years ago the Dark Broth- 
erhood was decimated by a vicious internal power struggle. 

It is suspected that the razor was involved. 


Given by: Mehrunes Dagon 
Spell Points: 1500 
Spells: None 


© 1996 Bethesda Softworks 


Objects d Daggerfall 


165 








The Daggerfall Chronicles 


Recromancer’s Amulet 


(caster only) 


The legendary Necromancer’s Amulet, the last surviving relic of the 
mad sorcerer Mannimarco, grants any spellcaster who wears it the ability 
to regenerate from injury, and absorb magicka. The bearer also becomes 
wise beyond his years. This artifact is popular amongst mages. The one 
flaw of the Amulet is that it is unstable in this world and forever doomed 
to fade in and out of existence, reappearing at locations distant from that 
of its disappearance. 


Given by: Fighters Guild quest 
Spell Points: 1500 
Spells: Troll’s blood and wisdom 


©Oghma Infiniom 


(caster only) 


The Oghma Infinium is a tome of knowledge written by the Ageless 
One, the wizardsage Xarses. All who read the Infinium are filled with the 
energy of the artifact which can be manipulated to raise one’s abilities to 
near demigod proportions. Once used, legend has it, the Infinium will dis- 
appear from its wielder. It leaves one with 50 bonus points to distribute 
among the character's attributes as one wants. 


Given by: Hermaeus Mora 
Spell Points: 1500 
Spells: None 


166 © 1996 Bethesda Softworks 








Objects d Daggerfall 


Ring of Khoajiiti 


(caster only) 


The Ring of the Khajiiti is an ancient relic, hundreds of years older 
than Rajhin, the thief who made the Ring famous. It was Rajhin who used 
the Ring's powers to make himself as invisible, silent, and quick as a 
breath of wind. Using the Ring he became the most successful burglar in 
Elsweyr’s history. Rajhin’s eventual fate is a mystery, but according to leg- 
end, the Ring rebelled against such constant use and disappeared, leaving 
Rajhin helpless before his enemies. 


Given by: Meridia 
Spell Points: 1500 
Spells: Invisibility and feet of Notorgo 


Ring of Aamira 


(caster only) 


Namira is aligned with the darker side of nature, as is her ring. While 
the ring is being worn, any damage the bearer takes is suffered by the 
attacker as well. Spells and missile attacks are ignored. How much dam- 
age the attacker suffers depends upon his nature. Animals and Spriggans 
take no damage, being creatures of nature. Daedric beings only take half 
the damage, being supernatural creatures. Humanoids and monsters take 
full damage. Undead take twice the damage they dole out, because they 
are wholly unnatural creatures. 


Given by: Namira 
Spell Points: 1500 
Spells: None 


© 1996 Bethesda Softworks 167 








The Daggerfall Chronictes 


Sanguine Rose 


(caster only) 


The Sanguine Rose is not an artifact most folk would care to have. 
It summons a lesser daedra to the user. The daedra will attack any other 
creature in the area except the bearer of the rose. The rose is like any 
other in that it will wilt. The more of its power that is used, the more 
wilted it becomes. Eventually all its petals fall off and it loses its powers. 
Somewhere in Oblivion a new rose blooms and is plucked by Sanguine 
herself to be given to a new champion. 


Given by: Sanguine 
Spell Points: 1500 
Spells: None 





168 © 1996 Bethesda Softworks 





DSkelcton’s Kev 


(caster only) 


The power of the Skeleton’s Key is very simple, indeed. With it, any 
nonmagically locked door or chest is instantly accessible to even the clum- 
siest of lockpickers. A particularly skillful lockpicker may even open some 
magically barred doors with the Key. The two limitations placed on the 
Key by wizards who sought to protect their storehouses were that the 
Key could only be used once a day and it would never be the property of 
one thief for too long. Some of those who have possessed the Key have 
made themselves rich before it disappeared, others have broken into 
places they never should have entered . 

Once a day this key allows one to open one lock of lock level 25 or 
lower. In effect, this means ALL nonmagical locks and lower level magical 
locks can be opened. Magical locks start at lock level 20. 


Given by: Nocturnal 
Spell Points: 1500 
Spells: Open 


Skull of Corruption 


(1 target, save vs. magic) 


Using the Skull of Corruption on an opponent creates a duplicate of 
the victim. However, this duplicate will attack the original, not the wielder 
of the Skull. There is a story about the Thieves Guild Master and the 
skull that is probably fiction, but highly amusing. The Master used the 
skull on her enemy, creating a clone of him to fight. After defeating the 
original, the clever duplicate snatched the Skull from the Master and used 
iton her. Although the cloned enemy could not directly attack the Mas- 
ter, it could use the Skull to create a duplicate Master. The two clones 
jointly ruled the Thieves Guild for years. 


Given by: Vaernima 
Spell Points: 1500 
Spells: None 


© 1996 Bethesda Softworks 


Objects d Paggerfall 


169 





The Daggerfall Chronicles 





| Spell Breaker — 


(caster only) 


Spell Breaker, supepficially a Dwarven tower shield, is one of the most 
ancient relics of Tamriel. Aside from its historic importance dating from 
the Battle of RourkenShalidor, the Spell Breaker protects its wielder 
almost completely from any spellcaster, either by dispelling magic or 
silencing any mage about to cast a spell. It is said that the Breaker still 
searches for its original owner, and will not remain the property of any 
one else for long. For most, possessing Spell Breaker for any time is 
power enough. 


Given by: Peryite 
Spell Points: 1500 
Spells: Free action and spell reflection 


170 © 1996 Bethesda Softworks 








Objects d Daggerfall 


Staff of Magnus 


(caster only) 


The Staff of Magnus, one of the elder artifacts of Tamriel, was a 
metaphysical battery of sorts for its creator, the ArchMage Magnus. 
When used, it regenerates the wielder’s health at remarkable rates. 
In time, the ‘Staff will abandon the bearer who wields it before he 
becomes too powerful and upsets the mystical balance it is sworn 


to protect. 
Given by: Fighters Guild quest 
Spell Points: 1500 
Spells: Spell absorption 


Volendrung 


(1 target at touch, save versus magic) 


The Hammer of Might, Volendrung is said to have been created 
by the Dwarves of the now abandoned clan of Rourken, hundreds 
of years before they disappeared from the world of Tamriel. It has 
the ability to grant health to its wielder, but it is best known for 
the paralyzing and strength leeching effects it has when cast at an 
enemy. Like the Dwarves who created it, Volendrung is prone to 
disappearing suddenly, resurfacing sometimes in days, sometimes 


in eons. 
Given by: Malacath 
Spell Points: 1500 
Spells: Paralysis, and vampiric touch 


© 1996 Bethesda Softworks W 








The Paggerfall Chronicies 


Wabbajack 


(1 target, save vs. magic) 


Madness and chaos are the trademarks of Sheogorath. The Wabba- 
jack embodies these same traits. Using the artifact on a creature will 
transform it into something else. The creature can become any one of the 
following monsters: rat, imp, spriggan, giant bat, grizzly bear, spider, 
nymph, harpy, skeletal warrior, giant, zombie, giant scorpion, iron 
atronach, flesh atronach, ice atronach, fire atronach, lich. The problem is 
the bearer has no way of controlling the transformation. He could change 
a giant bat into a lich, ora fire atronach into a rat. 


Given by: Sheogorath 
Spell Points: 1500 
Spells: None 


Warlock’s Ring 


(caster only) 


The Warlock’s Ring of the ArchMage Syrabane is one of the most 
popular relics of myth and fable. In Tamriel’s ancient history, Syrabane 
saved all of the continent by judicious use of his Ring, and ever since, it 
has helped adventurers with less lofty goals. It is best known for its ability 
to reflect spells cast at its wearer and to improve his or her speed and 
health, though it may have additional powers. No adventurer can wear 
the Warlock’s Ring for long, for it is said the Ring is Syrabane’s alone to 


command. 
Given by: Fighters Guild quest 
Spell Points: 1500 
Spells: Shalidor’s mirror, heal, and feet of Notorgo 


12 © 1996 Bethesda Softworks 






Weapon Aame Base Cost Hit Points Hands Aceded 
BB a i ee | 
ee ee] 


| Broad Sword 10 600 fs 
12 700 | 


jet | ee | ee | 


| Saber 
| Long Sword 15 800 


—_ 


5 
° 
wn 
= 
— 


Q 
: 
5 
oO 
w 
So 
—_ 
ae 
S 
oO 
bo — 


= 
q 
5 

E. 
eo 


200 1 


Le 
2 


me o 
= E 
eae 
— Or 
On oS 
_ (e<) 
Ss Ss 
—) 

wel wel wooly | wo 


3 
_ 
o 
io.) 
S 
Oo 


Z 
& 

a 
s 
5 
3 


z 
= 
. 
oe 


Battle Axe 20 1200 2 

Short Bow 10 50 2 i 

Long Bow 20 100 2 Ss 
‘ Be e ——— 





The Daggerfall Chronicles 


pale Base 
Weight Points Price 


: Right pauldron 


K Round shield 
z Kite shield 
Tower shield 


V4 





Magic 
Points 


© 1996 Bethesda Softworks 





Objects d Daggerfall 


Repair is an instant function. The price and time are calculated for all 
items in the right hand column. If you accept, the items are removed and 
placed with the shop. If you refuse, the items are returned to where they 


came from (PC's figure or inventory). The repair time for each item is 
printed in the corner of the icon. Price is the sum of individual prices. 


Formulas for Repair: 


max_repair = longest_time + 50% of all other times 








time_factor = max_repair / longest_time 







each_repair_time = default_time * time_factor 


Clothing 


Apparel and costumes come in many flavors. Daggerfall’s stores have 
all manner of dress to please even the most refined of tastes. Clothing cov- 
ers the chest, waist, feet, arms, and shoulders. Everyone can wear cloth- 
ing, a sign that during the time that Daggerfall takes place, decency and 
respectability reigned. 

We felt that most players would have a fairly good idea about the 
weights, carrying capacity, and general worth of clothing from the name. 
Because of this, we will dispense with a chart covering the many articles | 
of attire, in the hope that players can fend for themselves. Bear in mind 


© 1996 Bethesda Softworks 175 





The Daggerfall Chronicles 


that clicking on the “info” button on the PC's “Inventory” screen will 
bring up any clothing information not readily apparent. 


Poisons and Drugs 
Ingredients and Damage 





The numeric value after the Ingredients is the tabulation of all the 
ingredients’ rarity value. The damage is that of the poison cast at 5th level, 
like the potions. For every two points shy of the given rarity tabulation, 
the poison works as if it were cast at one level less. For every two points in 
excess of the given rarity tabulation, the poison works as if it were cast at _ 
one level more. A poison must consist of at least two ingredients. 


Saving Throws 


One must fail a saving throw versus poison to suffer the damage 
below. With drugs, one must pass two saving throws — one to avoid the 
normal repercussions of taking the drug, the other to avoid the psyche- 
delic effects of the drugs. 


Complete Poison Facts 


Fame Ingredients Onset Damage if 


Time =—- Hot Saved 
Nux Vomica Golden poppy, Yellow rose, 3-10 
Yellow berries, Yellow flowers (13) 


Arsenic _ Pearl, Sulphur, Mercury, 20-1000 
Lich Dust (51) 





176 © 1996 Bethesda Softworks 

















Ingredients Onset Damage if 
Tine Nat Saved Damage 





Moonseed 





Ginko leaves, Green Leaves, - -1-10 to HEA + 1-4 





Black poppy (16) Paralysis 
Drodeweed | Palen Bamnbon, 5-10 -5-10 to STR, 5-30 
Black Rose, (13) -1-5 to AGI, 1-5 to SPD 










Somnalius 


White poppy, White rose, - -10-100 to FAT 
Nymph Hair (26) 





| Pyrrhic Acid Daedra Heart, Orc Blood, : 1-30 to HEA 1-2 

| Dragon Scales, Red Poppy (49) 

| Magebane Ghost Essence, Werewolf’s 2 -5-15 to SP, 5-20 | 
| Blood, Ruby (37) : -1-5 to WIL : 2 
| Thyrwort Small tooth, Brass, : -10-20 from PER, 13 
Basilisk’s Eye, Mercury (30) -5-20 from WIL 

| 

| Indulcet Indulcet 2-12 -4-12 to FAT 2-6 

| + 4-10 to LUC + special* 

| Sursum Sursum 1-4 -10-30 to INT, z 

| + 5-20 to STR + special* 

| Quaesto Vil Quaesto Vil 2-12 +5-10 to FAT, -1-4 1-4 

| to WIL + special* 


| Aegrotat Aegrotat : +5-10toSP Bae | 
| - 1-5 END, + special* 4 





Paget 
lory 


> Che Complete 
fee = Walkthrough 


Overture 


; ow, what the player has especially been 
ay a a awaiting: the skinny, just the facts ma’ 
; the whole truth and nothing but, or the 
game unplugged. Whatever you call i it, t 
ec ction will provide complete analysis and exposition o 


ew to win Daggerfall. 





1996 Bethesda Softworks = = ae 179 





The Daggerfall Chronicles 


180 


Scenarist Guild 


Night after night, Nesmyt hallucinated. Powerful images of 
decadence, destruction, and wantoness interrupted any chance that the 
latest acolyte of the Mages Guild could peacefully sleep. Unbeknownst 
to Nesmyt, the Scenarist Guild existed hundreds of years before his 
tortured path to membership just completed a few weeks ago. Guild 
pecking order had changed slightly, but Nesmyt’s acolyte status was so 
base. Sneers and disrespecful physical gestures were commonplace ever 
since the induction. Exactly what caused this snooty behavior was 
unclear. One thing did remain continuously crystalline—Nesmyt 
would never ascend to an important guild post or assignment until he 
pledged fealty to Vychamp, the Mercenary Guild's self-styled leader. 
The chances of this occurring was about a zillion to one, for Vychamp 
has emasculated Nesmyt's children in a fit of jealous rage over our 
hero's pristine helpmate. 


Members of the Scenarist Guild are the troubadours, bards, or min- 
strels each belonging to a significant province or city. Here, the guild pro- 
vides a guided tour of how to traverse the Daggerfall landscape from a 
physical, interactive, spiritual, and historical perspective. Here, too, the 
specific answers to the special riddles and puzzles are given. 


Each of the 12 dungeon chapters are in this part. One neutral 
observer, a guild member not associated with a specific geographical 
entity, occasionally “translates” or keeps the others’ accounts honest, so 
that inborn and regional biases don’t mislead the game player. 


The Underking has unleashed thousands of dark minions to stop you 
from winning Daggerfall. Hundreds of monsters roam Tamriel. Plan to 
exchange pleasantries and unpleasantries with every last one of them. 
Most are hostile. Achieve peace of mind with our sure-fire victory aid, the 
Monster Watch Grid, preceding every major game region and special 
caves and towers. Master what monsters come next, memorize details on 
their attacks and overall strength ratings. Devise a winning strategy to 
handle even the toughest foes. 


© 1996 Bethesda Softworks 





Daggerfall’s Glory Road—The Complete Walkthrough 


RAarrative 
Introduction to the Region 


Iliac Bay has had a lengthy and violent history, dating back long before 
Tiber Septim assumed the emperorship of Tamriel and brought relative 
order to the land. The current citystates of Daggerfall, Sentinel, and Wayrest 
have long been the seats of power in the region. Most recently, Daggerfall has 
assumed the role of the mightiest of the three- after a land disagreement with 
Sentinel prompted a two- year battle over nothing more than Betony, a fish- 
ing village at the edge of the Abecean Sea. The village had long been inde- 
pendent of either citystate, and when Lord Mogref for monetary reasons 
agreed to vassal himself and his village to King Lysandus and Queen 
Mynisera of Daggerfall — the King of Sentinel, Camaron, objected. On the 
advice of his warlords, he declared war on Daggerfall, claiming that 
Lysandus was illegally taking as vassal a village that had been rightfully 
Sentinel’s. He cited a two hundred year old agreement. 


Several members of both courts urged their sovereigns not to enter 
into the war. In Daggerfall, the court sorceress Medora (who was also the 
king’s lover), and Nulfaga, the queen mother and a renowned mystic and 
necromancer herself, both foretold doom for Lysandus and Daggerfall if he 
warred with Sentinel. In the wilds outside Sentinel, King Camaron was 
warned against the battle by the Oracle, a blind old woman who served as 
an impartial court advisor. Yet neither king would budge, and the war 
began with a sea battle off the Daggerfall Bluffs. The victor was Daggerfall, 
thanks to the bravery and leadership of Lord Bridwell, the captain of the 
Daggerfall military. The next large-scale battle, north of Daggerfall in the 
Glenpoint Foothills, also went to Daggerfall. (It was in this battle that the 
Sentinel Warlord K’avar received his disfiguring injury, the result of a 
fireball cast by a Dark Elf mercenary nightblade.) Daggerfall was ebul- 
lient: but Medora and Nulfaga were even more adamant that the war 
must not continue. Nulfaga, who was not a particularly popular person in 
court anyhow, retired to her castle in the Wrothgarian Mountains, leaving 
Skakmat, her dragon familiar, behind to report to her. 


© 1996 Bethesda Softworks 18) 


The Daggerfall Chronices 


182 





Nulfaga’s action caused Lysandus to reconsider the war, and at the noto- 
rious Treaty of Gradkeep, he met with Camaron and attempted to negotiate 
an end to the hostilities. The meeting initially was civil. The Daggerfall priest 
Vanech considered Betony to be the holy land of Kynareth, the goddess-pro- 
tector of Daggerfall. Any attempts to give up the land were blasphemous to 
him. When the time came to sign the agreement (in which Sentinel and 
Daggerfall were to be joint lieges of Betony), Vanech substituted a fake treaty 
designed to cause offense to Lysandus. Lord Bridwell (according to legend) 
shattered the truce and its writing table with a stroke of his battle axe, and 
the room disrupted into chaos. Camaron, discovering the priest's treachery, 
pursued Vanech and slew the priest. Lord and Lady Graddock, the sover- 
eigns of Reich Gradkeep, the site of the treaty, attempted to restore order to 
the chaotic room, but to no avail. Bodyguards of the monarchs and 
squadrons of soldiers, witnesses and participants in the truce alike, clashed 
in the palace. 

The courtyards, ballrooms, and hallways of the palace were soaked in blood. 


Lord and Lady Graddock and the heir to their throne, Lady Mara, 
were among the casualties as the battle raged in the streets as well as the 
palace of Reich Gradkeep. The town was devastated, not only from the 
battle itself, but from the looters who took advantage of the chaos to raid 
the local merchants. In time, the generals took control of their respective 
armies and each retired to camp- Daggerfall in the Ravennian Forest and 
Sentinel in the Yeorth Burrowland. The flowering meadowland of 
Cryngaine Field separated them. 


The Battle of Crongaine Ficld 


One week later, after each had an opportunity to send for reinforcements 
and plan their strategies, the armies of Daggerfall and Sentinel met in the 
Battle of Cryngaine Field. In the heat of the battle, a sudden unnatural fog 
spread over Cryngaine Field, blinding the combatants. The source of the fog 
was Skakmat, who under Nulfaga’s orders was attempting to halt the battle 
in which Lysandus was to be slain. When the mist eventually lifted, it was 
discovered that an arrow had pierced Lysandus’ heart, apparently fired . 
blindly by one of Sentinel’s archers. 


Daggerfall did not waste time in mourning. Young prince Gothryd, who 
had shown great bravery in battle and was very popular among the troops, 


© 1996 Bethesda Softworks 








Daggerfall’s Glory Road—The Complete Walkthrough 


was crowned King of Daggerfall just behind the battle lines and he ordered 
the army onward. Perhaps it was the sight of the brave young warrior- 
turned- king appearing on the battlefield in full regalia that inspired the 
Daggerfall army. Regardless, the battle quickly turned in their favor. Lord 
Bridwell slew King Camaron, and the Sentinelian forces panicked. Lord 
Oresme of Sentinel formally surrendered to Daggerfall, giving up all rights 
to Betony. He later committed suicide on the march back to Sentinel. 


Peace was a difficult process for the cities and towns on both sides of 
Iliac Bay. As part of the formal peace treaty, King Gothryd asked for the 
hand of Princess Aubk-i, only daughter of the late King Camaron and 
Queen Akorithi. The request was intended to restore friendship between 
the kingdoms. And it was partially successful, though many in the royal 
court of Sentinel viewed the princess as more a prisoner of war than a 


bond to Daggerfall. 


__ The only surviving member of the ruling family of Reich Gradkeep was 
a sickly infant, so the councilors of state appealed to Lord Auberon Flyte, a 
cousin of Lord Graddock to rule the town in regency. Lord Flyte was a 
strong, almost dictatorial ruler, which was just what Reich Gradkeep 
needed to restore order. The respect and gratefulness his subjects showed 
him was so overwhelming, that when the infant ruler-to-be died, they not 
only elevated Auberon from regent to ruler of the town, they agreed to 
rename the town in honor of his family. Reich Gradkeep became Anticlere, 
named after his ancestral house. 


Lady Doryanna Flyte had been instrumental in her husband's success. 
The talent in which she exhibited brilliance was in coercing counselors 
and merchants alike to agree to Lord Flyte’s sometimes imperious 
demands. But Lord Flyte was not one to acknowledge dependence — he 
treated Lady Flyte with the same disdain he had for all. This was to 
change when he contracted Guedoilic Plague from an Argonian ambas- 
sador. The once strong and healthy king became sickly and weak, and 
retired to his bedchamber. He refused to admit his infirmity, but had to 
grant Lady Flyte the power to use his seal and hold audience in his stead. 
She assumed the mantel of leadership eagerly, and set about replacing the 
elderly counselors with the type of advisors she preferred — young hand- 
some men she could bully and tryst with. Lord Flyte could not believe 
that his wife could be unfaithful, so confident was he of his power over 
her. The Mayor of Anticlere, a middle-aged moralist, disapproved of Lady 
Flyte, but feared the repercussions of telling Lord Flyte, even when he 


© 1996 Bethesda Softworks 185 





The Daggerfall Chronicles 


184 


began hearing rumors that she was consorting with the imprisoned guild- 
master of the Anticlere thieves. There were even rumors, never heard by 
Lord Mayor Perwright, that Lady Flyte helped the guildmaster escape 
almost nightly and went on midnight raids in highways surrounding 
Anticlere, thieving in disguise from passersby. 


Wayrest had remained neutral throughout the hostilities for a num- 
ber of reasons. King Eadwyre and Queen Barenziah, the joint-rulers of 
the city-state, had internal problems to deal with. They were elderly, 
had to choose an heir, and none of their possible choices were attractive 
to all. Princess Elysana was Eadwyre’s daughter from his deceased 
wife, Carolyna, and though none could doubt her sweetness of temper, 
many doubted her intelligence. Prince Helseth, son of Barenziah and 
her late husband, Symmachus, was nearly the opposite, rather rash and 
ugly in his temperament but certainly capable, though many resented 
the idea of a dark elf presiding over a Breton kingdom. Princess 
Morgiah, Helseth’s sister, was not truly a contender for the throne 
(even she denied any ambition for it), and opinion was sharply divided 
over her—some saw her as noble-minded and supportive of her brother 
and the kingdom, while others had precisely the opposite view. 


Eadwyre and Barenziah were also concerned about the threat of the 
orcs to the north of Wayrest and the pirates in the Iliac Bay. They were 
unwilling to send any soldiers to fight in the Betony War, leaving 
Wayrest itself undefended. They were, after all, above worrying about 
who held liege over Betony, as any who wished to enter the Bjoulsae 
River for trade had to pay tax to them. But the orcs to the north, under 
King Gortworg, were trying to annex the area as the ninth province of 
Tamriel, Orsinium, and willing to destroy any who opposed them. The 
pirates had become more troublesome of late, but this ended immedi- 
ately after the Betony War. The island of Balfiera, which had been their 
haven, was immediately declared haunted because Medora, prior to the 
battle of Cryngaine Field, had retired to her castle there to wait for 
Lysandus’ return. Queen Mynisera, discovering her affair with 
Lysandus, had banished her from court. Medora had attempted to con- 
jure Lysandus'’ spirit, but had been unsuccessful. Trying greater and 
greater conjurations, she had succeeded in resurrecting the dead all over 
the island, but her lover was still lost to her. 


The cause for Medora’s distress was apparent to the court of 
Daggerfall. Lysandus had come back as a spectre and was screaming 


© 1996 Bethesda Softworks 








Daggerfall’s Glory Road—The Complete Walkthrough 


from the court to the streets of Daggerfall for revenge. He brought with 
him a host of devils that plagued the citizens and nobility. The bravest of 
the guardsmen attempted to attack these devils, and their souls soon 
joined the unholy army. King Gothryd went from being an extremely 
popular king to a distrusted one, as rumors began that he may have 
killed his own father in the chaos of the Battle of Cryngaine Field. 
Mynisera, now the Queen-Mother, was also considered a suspect — 
some even suspected that she was in love with Lord Bridwell (which 
was true) and had conspired with him to assassinate the king. 


The Real Story 


The real story is that when Medora was banished from court, 
Lysandus decided that he’d rather spend the rest of his life with her in 
anonymity than reign as king of Daggerfall (he never was particularly 
ambitious). He made a deal with his son, Gothryd, who wanted his father 
to be happy. An impersonator would ride into the battle dressed in the 
royal battle armor and would feign death. This impersonator is an impov- 
erished nobleman from just ouside Wayrest, who was allied with Lord 
Woodborne, the commander of the Wayrest military. Just before the bat- 
tle of Cryngaine Field, a group from Wayrest, led by the commander, 
arrived at the Daggerfall camp and left after two hours of discussion. The 
noble put on the king’s armor, and the king donned the noble’s robes. 
Woodborne then lead the king off before the battle to Tamarilyne Point to 
join his beloved Medora on the isle of Balfiera. 


The battle goes as planned. When the fog arrives, Gothryd shoots the 
noble impersonating his father and kills him. When the fog lifts, the 
“king” is found and carried to the Royal Healer and Gothryd. The full 


royal funeral is held for the impersonator in the royal suit of armor. 


Along the way to Tamarilyne Point, the real Lysandus and 
Woodborne are discussing the king’s retirement. Woodborne is enor- 
mously ambitious and hopes that his romance with Princess Elysana 
will make him the new king of Wayrest. If Prince Helseth takes the 
throne, Woodborne is planning on opposing him by any means neces- 
sary. He had tried months before to get Lysandus’ word that Daggerfall 
would assist him, but was rebuffed. The Minat orcs, one of the more 
powerful tribes, had agreed to ally themselves with him- provided he 


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186 





helped them in their claims to start Orsinium. Woodborne asks 
Lysandus what he would do if he gets bored at Balfiera Isle, and 
Lysandus says he’d sneak back to Daggerfall and give Gothryd advice. 

A member of the Minat orcs meets the troop, and Woodborne tells 
Lysandus that it is an emergency and follows the orc, taking one advisor 
(someone who doesn't like him and doesn’t speak orcish) with him as an 
alibi. The rest of the troop takes Lysandus off to the Point. Woodborne 
tells the orc chieftain, Gortworg, to send a group to kill Lysandus. 

They meet Lysandus at the point, massacre the troops who are caught 
unaware, as they think the Minat orcs are their friends. The orcs sink 
all the ships and put Lysandus’ body in a silver casket in a catacomb 
near Tamarilyne Point so Woodborne can produce it if Gothryd proves 
to be as uncooperative as his father. 


Irony: a blessing is placed on the suit of armor before it is ceremonially 
cremated, giving the king eternal rest and stopping the curse. Medora 
would have done the same if Lysandus had been with her when he died. 
The orcs were not so nice. They hacked him up - no blessing given. 


Enter the PC 


The PC has been sent to Daggerfall at the request of the Emperor, who 
is concerned about the events in Daggerfall. King Lysandus had been a 
great ally of the Emperor's, a loyalist to the Empire in an area where few 
kingdoms thought of a higher authority than their own. The Emperor 
gives the PC two quests: to liberate the soul of the king, as the Emperor 
cannot bear that his old friend is in torment, and to find a letter from the 
Emperor to the queen. The specific contents of the letter are unimportant, 
only some old reminiscences that the Emperor feels would be an 
embarrassment if they passed to strangers’ hands. 


The truth is that the letter was to be given by the Emperor to Lady 
Brisienna Magnessen, sister of the Great Knight of the Blades. She is in 
disguise at the court of Daggerfall as one of the witches of Popudax, 
Medora’s sorcerer replacement. The Blades are a group of knights who 
work surreptitiously for the good of the empire all over Tamriel. Their 
goal is to repair the great iron golem, Numidium, which forcibly pulled 


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Daggerfall’s Glory Road—The Complete Walkthrough 


the empire together hundreds of years before under the rule of Tiber 
Septim. The Blades have been joining together the pieces of Numidium 
ever since it was shattered by the Underking. They have in their hands 
the Totem, an artifact capable of controlling Numidium. Only one piece 
remained to energize the golem- the Mantella, the great engine that is the 
heart of Numidium. The king's mother, Nulfaga, had discovered the loca- 
tion of the Mantella in her astral travels, and informed the Emperor that 
she would give the location if he would guarantee that by recreating 
Numidium he would not destroy any of her son’s power. The Emperor 
doesn't like to be strong-armed, so he sends a letter by priest to Brisienna 
(though officially addressed to Mynisera — a special seal on the envelope 
was to tip Brisienna that the letter was actually for her.) (He doesn’t want 
to send her a magic message out of fear that Nulfaga would discover it.) 
He puts whatever pressure necessary to get Nulfaga to tell him the loca- 
tion of the Mantella. The priest is delayed in the war, and delivers the let- 
ter not to the old queen Mynisera, but to the new queen Aubk-i. The new 
queen's lady-in-waiting is, of course, not Brisienna. Instead, the letter 
passes on to Aubk-i. Queen Aubk-i reads the letter, realizes that it was 
meant for Mynisera (which of course is wrong, it was méant for 
Brisienna), and becomes very nervous about her mother-in-law and the 
Emperor. She files the letter away. Brisienna has meanwhile left the 
Queen-Mother's service and is now working for Popudax and has no clue 
about the events. Aubk-i cannot trust anyone, especially if she learns that 
Mynisera was (maybe is) sleeping with Lord Bridwell. She certainly isn’t 
going to trust the PC. The lady-in-waiting, noticing that Aubk-i was rat- 
tled by a recent letter, reads it, and sells the information (which she does 
not really understand except that it is important) to the highest bidder. 
This turns out to be Gortworg, who wants all the dirt he can get on all the 
royal families of High Rock. He has no idea what the Mantella is and con- 
sults the King of Worms, leader of the Necromancers. 


Nulfaga is the only one who knows where the Mantella is. And 
Gortworg, the King of Worms, and the Emperor all know that she 
knows. The Underking is in a tomb in High Rock, still recovering from 
using up all his energy to blow up Numidium hundreds of years before. 
He's getting stronger, but not quite mobile yet. In order to get the 
Mantella to someone, you have to get its location from Nulfaga, who is 
loopy. To cure her madness, you must lay Lysandus to rest. To do that, 


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The Daggerfall Chronictes 


188 


you have kill the man responsible for his death (Woodborne, in his heav- 
ily defended fortress) and perform a ceremony at the spot where he was 
killed, over at least one of his bones. (Obviously you have to figure out 
the whole convoluted mess to do that and to know that there are bones to 
bless). The Totem disappears from the Blades and pops around from 
group to group during the course of the game. The forces close in. Once 
the Mantella is activated, its power races across the bay, bringing the 
Underking totally to life. 


The Six Endings 

If you activate Numidium, and hold the Totem, Numidium will crush 
you dead, go on a rampage and be destroyed by the forces of the Empire, 
the local kings, the Underking, and the orcs. If the Underking is given the 
Mantella, the animation shows him grasping the gem and sucking all of its 
energy out, giving himself death at last, and in fact creating an anti-magic 
zone in a several mile radius around that area. If Gortworg wins, the 
animation shows Numidium defeating the forces of the Empire and the 
kings of the Bay before the Underking arrives on the scene — destroying 
it and himself. Nevertheless, the result is the rise of Orsinium and the fur- 
ther crumbling of the Empire. If the Blades win, Numidium will be cre- 
ated, and defeat the forces of the ores and the kings of the Bay, uniting the 
provinces of Tamriel under the Emperor. Nothing much changes in High 
Rock and Hammerfell — except they're no longer called High Rock and 
Hammerfell, they're all Tamriel. If one of the kings of the Bay win, all the 
other forces are defeated by Numidium, before the Underking destroys 
the golem and himself, with pretty much the same result as Gortworg's 
victory for Tamriel, except there is no Orsinium. If the King of Worms 
wins, he will use the power of the Mantella to make himself a god. 


Quick and Dirty Solution 


Introduction 


In ages long gone, Tiber Septim forged an empire. The Septim 
Dynasty has ruled for nearly 400 years, expanding upon Tiber's 


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Daggerfall’s Glory Road—The Complete Walkthrough 


conquests until the empire encompassed all of Tamriel. So what does 
this have to do with the story of Daggerfall? It is at the very heart and 
soul of it. 


Daggerfall opens with an imperial audience with the Emperor. This is 
no ordinary meeting, but rather one that takes place in the dead of night, 
with only his seneschal as witness. The Emperor is sending you on a spe- 
cial mission of monumental importance. The ghost of King Lysandus is 
haunting the city of Daggerfall. It is your job to find out why, and —if 
possible —to exorcize the spirit. The secondary element of the mission is 
to discover why Daggerfalls queen did not respond to the Emperor's 
recent letter. However, finding the letter is not as important as solving 
the mystery of King Lysandus’ ghost. 


King Lysandus ruled from Daggerfall, the jewel of the Iliac Bay. 
Although just one fiefdom of many in High Rock, it is of key importance 
because it controls access to the bay. In the battle of Betony, Daggerfall 
forces skirmished with those from Sentinel of Hammerfell. King 
Lysandus fell in the final battle, dying on the field at Cryngaine. 
Daggerfall carried the day and Betony became a vassal state. Shortly 
afterward, Lysandus’ spirit was seen haunting the streets of Daggerfall 
at night, crying out for vengeance. Against whom or what the spirit 
seeks retaliation is unknown. 


Hiain Characters 


There are many principal characters in the story of Daggerfall. Below 
is a listing of all those who play a part, no matter how small, in the main 
story. There are many other unique characters in the game, including 
various people in all of the courts, who do not play a direct role in the 
main story. . 

Daggerfall Court 

King Gothryd, son of Lysandus 

Queen Aubk-i, daughter of Queen Akorithi 

Mynisera, Dowager Queen Mother of Gothryd 


Cyndassa, a maid 


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The Daggerfall Chronicles 


Wayrest Court 
King Eadwyre 
Queen Barenziah 
Prince Helseth 
Princess Morgiah 





Princess Elysana 
Lord Woodborne, betrothed to Princess Elysana 


Sentinel Court 


Queen Akorithi 


Prince Lhotun 


Independents 


Lady Brisienna, representative of the Empire 
Medora, former court sorceress of Daggerfall 
Nulfaga, sorceress and mother of Lysandus 
Gortwog, Warlord King of the Orcs 

The Underking, a mysterious undead creature 
The King of Worms, archnecromancer 


Quest by Quest 


You begin the game in the bottom of the Privateer’s Hold. This small 
dungeon is a training ground for new players. A complete guide to the 
Privateer’s Hold can be found in the next section. By the time you get out of 
the Hold, you could be a second-level character and fairly well equipped. 

The main story, usually referred to as a quest, has six beginning 
threads. Each opens when you speak to a particular member of one of the 
royal families: Queen Aubk-i, Cyndassa, Prince Helseth, Princess 
Morgiah, Princess Elysana, and Prince Lhotun. Most of these people are 
in Castle Wayrest, and they do not need to be visited in any particular 
order. However, the quest givers need to like you at least a little bit, and 
you must be a minimum level to be judged fit enough to carry out their 
wishes. Completing a couple of random quests for these characters is 
enough to raise your reputation with them. 


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Quest Blueprint 
The Missing Blackmail = Morgiah’s Concern The Elysana’s 
Prince Wedding _for Nulfaga Beast Robe 





aw fee 


Painting Medora’s _ Barenziah’s Soul of Mynisera’s The 











the Truth Freedom Book a Lich Letters Emperor's 
Courier 
The Ancient Dust of 
Watcher Restful Death i Orcish 


Lysandus’ 
Revelation Mantella 
Revealed 

Lysandus’ 
Revenge Elysana’s 
Betrayal 


Totem, 
Totem, Who 
Gets 
the Totem? 


Journey to 
Aetherius 


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The Daggerfall Chronicles 


Starts With: Lady Brisienna 

Dungeon: None 

Minimum PC Level: None 

Key Strategy: Stay in the Daggerfall region for two weeks 

Story Progression: Tells you to visit Castles Daggerfall, Sentinel, and 
Wayrest 

Prerequisite Quest: None 


Next Quest: None 


One to two weeks after you surface from Privateer’s Hold, you 
receive a letter— provided you are in town. A single journey to the 
opposite side of the map using the fast travel screen takes several 
weeks. The first letter would be delivered when you arrive. 


In her letter, Lady Brisienna identifies herself as an emissary of the 
Emperor. She gives you the name of a town and a tavern in the 
Daggerfall region where you are to meet with her. If you do not show up 
after a month, you get a second letter with a similar invitation. If you 
do not respond to that, she sends out a third letter telling you that basi- 
cally you are’on your own. 


The sole purpose of this quest is to give you a little background 
information and to guide you toward Castles 
Daggerfall, Sentinel, and Wayrest. Once 
Lady Brisienna has delivered her 
message, she goes into hiding until 
much later in the story. If you 
fail to visit her, the only conse- 
quence is that your reputation 
with her and the Empire 
goes down a bit. 






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Concern for Aulfaga 


Starts With: Queen Aubk-i 

Dungeon: Shedungent in the Wrothgarian Mountains 

Minimum PC Level: 3 

Key Strategy: Click on Nulfaga and get back to Aubk-i 

Story Progression: Gives you the location of Nulfaga, and a shortcut 
to reach her again 

Prerequisite Quest: None 

Next Quest: Mynisera’s Letters 


The queen’s quest is a simple one. She is concerned about Gothryd’s 
grandmother, Nulfaga the sorceress. Since the death of her son, 
Lysandus, Nulfaga has shut herself away in her stronghold of 
Shedungent. Aubk-i just wants to know how the old woman is faring. 
When you click on her, Nulfaga will babble incoherently, making 
veiled references to her dead son. When you return to Aubk-i, the 
queen will “tsk-tsk” over Nulfaga’s mental instability. Later, Aubk-i 


will send you a letter inviting you to perform another quest for her. 


The Beast 


Starts With: Cyndassa 

Dungeon: Random in Daggerfall 

Minimum PC Level: 5 

Key Strategy: Have a silver weapon ready, don’t let the werewolf 
bite you! 

Story Progression: Gives a clue about the Emperor's letter 
Prerequisite Quest: None 

Next Quest: The Emperor's Courier 


Cyndassa wants you to kill a werewolf. She won't say why at first. 
When you kill it, the human body left behind resembles Cyndassa. 
Upon returning to her, she reveals that the werewolf was her brother. 
She only wanted to put him out of his misery and prevent him from 
killing anyone else. 

After successfully completing this quest, Cyndassa reveals that 
Aubk-i got the Emperor's letter —even though it was addressed to 
Mynisera. Armed with this information, you can now speak with 
Mynisera and get her quest. 


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The Daggerfall Chronicles 


Llysana’s Robe 


Starts With: Princess Elysana 

Dungeon: None, Lord Castellian’s castle in Wayrest (a random palace) 
Minimum PC Level: 6 

Key Strategy: Don't put on the cloak! 

Story Progression: Learn the Totem exists 

Prerequisite Quest: None 

Next Quest: None 


Princess Elysana seems like a wholesome and sweet girl who wants 
to give a robe to a suitor, Lord Castellian. She asks you to deliver the 
garment. She is feeling so kindly that she has enchanted the robe to 
summon seven daedra seducers to attack whoever is wearing it —mak- 
ing you an accessory to murder. Lord Castellian’s men will not feel 
kindly toward you after the daedra appear, and they will continue to 
attack you for a while after you leave his palace. 


This quest does not progress the main plot, other than to mention that 
the Totem exists and that King Eadwyre is anxious to get it. However, it 
serves to reveal Princess Elysana as someone not to be trusted. Later 
on, she offers’you another quest that turns out to be a trap. 


Miorgiah’s Wedding 


Starts With: Princess Morgiah 

Dungeon: Scourg Barrow in the Dragontail Mountains 

Minimum PC Level: 3 

Key Strategy: Read the letters 

Story Progression: The location of the King of Worms, Gortwog has 
the Emperor's letter, and a clue to go through Cyndassa to get to 
Mynisera to get to Gortwog. Whew! 

Prerequisite Quest: None 


Next Quest: Soul of a Lich 


Princess Morgiah asks you to deliver a letter to the necromancers, 
specifically to the King of Worms in Scourg Barrow. In return, she will 
tell you something about the Emperor's letter. Her own letter is an 


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Daggerfall’s Glory Road—The Complete Walkthrough 


agreement to give the King of Worms “her first” (no, it is not her first- 
born child) if he will arrange for her to be married to the King of 
Firsthold. He gives you a letter to give to Morgiah agreeing to the pact. 


This sets up part of the story for the sequel to Daggerfall. Therefore, 
no more will be said of it. As for its implication in this story, you now 
know how to find the King of Worms. Visit him occasionally and get 
random quests. He can be a useful fellow. Morgiah tells you that only 
Mynisera can negotiate with Gortwog. However, Mynisera only can be 
approached by first getting cozy with a servant —Cyndassa. 


Blackmail 
Starts With: Prince Helseth 
Dungeon: None, Lord Castellian’s castle in Wayrest (a random palace) 
Minimum PC Level: 4 
Key Strategy: Read the letters 
Story Progression: Wayrest sent advisors to Lysandus the day he died 
Prerequisite Quest: None 
Next Quest: Barenziah’s Book 


Lord Helseth needs a letter delivered to Lord Castellian. The missive 
turns out to be a blackmail attempt. If you read the letter, your reputa- 
tion with the nobles of Wayrest goes down and you will get attacked 
repeatedly by Lord Castellian’s men because you know too much. But 
who cares? The letter is too much fun not to read. You can actually 
give the letter to King Eadwyre, Queen Barenziah, Princess Morgiah, 
Princess Elysana, or Lord Woodborne. However, only Lord 
Woodborne and Princess Elysana are interested. They turn around 
and use the letter to ruin Prince Helseth’s plans for assuming the 
throne of Wayrest. 


You learn from Helseth that Wayrest sent advisors to Lysandus at 
the Battle of Cryngaine Field. Orcs ambushed the advisors, but some 
of them got through anyway. After this quest, you get a letter from 
Queen Barenziah offering you another mission. You should also get the 
notion that the ruling family members of Wayrest are a bunch of back- 
stabbing good-for-nothings. 


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The Paggerfall Chronicles 


The Missing Prince 
Starts With: Prince Lhotun 
Dungeon: Random 
Minimum PC Level: 5 
Key Strategy: Wait around in Sentinel for seven days, ask for lots of 
rumors 
Story Progression: Lysandus and Medora were lovers, location of 
Direnni Tower and Medora 
Prerequisite Quest: None 
Next Quest: Painting the Truth 


There were once three princes in Sentinel. Now there are two. Prince 
Lhotun wants you to find out what happened to his older brother, Prince 
Arthago. The official story is that Arthago died of an unspecified illness. 


After a few days, you get a letter from agents of the Underking directing 
you to investigate a local dungeon. There you find a goodbye letter writ- 
ten by the dead Prince Arthago accusing his own father of abandoning 
him there to die. King Camaron died years ago leaving his widow, Queen 
Akorithi, on the throne. 


Arthago'’s letter actually can be given to any of five people: Prince 
Lhotun, Queen Aubk-i, Queen Akorithi, Prince Greklith, and Prince 
Vhosek. The latter three, all family to Lhotun, will accuse you of trying to 
blackmail them. Your reputation with the court takes a major hit, as does 
your legal reputation. Aubk-i is grief stricken, but otherwise does nothing. 


Give Lhotun the letter and he will tell you about Medora, court sorcer- 
ess in Daggerfall, and her love affair with Lysandus. He further relates that 
Medora was banished to Direnni Tower on the Isle of Balfiera. 


The Lmperor’s Courier 


Starts With: Mynisera, the Queen Mother 
Dungeon: None 
Minimum PC Level: 5 


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Daggerfall’s Glory Road—The Complete Walkthrough 


Key Strategy: None 

Story Progression: None 
Prerequisite Quest: The Beast 
Next Quest: Orcish Emancipation 


Successfully completing Cyndassa’s quest allows Mynisera’s quest 
to start. She sends you on a cross country chase to find the courier 
who delivered the letter. The courier claims the letter was addressed 
to “the Queen of Daggerfall,” so that is who he delivered it to. 
However, when the letter was written Mynisera was queen and 
Lysandus was king. By the time the missive arrived, Aubk-i was 
queen and Gothryd was king. 


While you have been galavanting around the country, Mynisera 
learns that Princess Morgiah knows the whereabouts of the letter. 
Mynisera directs you to meet with Morgiah. Mynisera also drops some 
hints about Lysandus’ body never having been recovered, and she all 
but accuses Wayrest of treason. 


Mlynisera’s Letters 


Starts With: Queen Aubk-i 

Dungeon: Random 

Minimum PC Level: 3 

Key Strategy: None 

Story Progression: None 

Prerequisite Quest: Concern for Nulfaga 
Next Quest: None 


Queen Aubk-i summons you for another quest. This time she is sus- 
picious of Mynisera, the Dowager Queen Mother of Gothryd, and 
widow of King Lysandus. Aubk-i wants you to travel to Mynisera’s 
private stronghold and search for papers the dowager queen has been 
smuggling out of Castle Daggerfall. 


The papers turn out to be embarrassing letters and diaries of 
Lysandus and other family members. Although they are of no value, 
Aubk-i comments on Lysandus’ infidelity when she reads them. 


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The Paggerfall Chronicies 


198 








Soul of a Lich 


Starts With: The King of Worms 

Dungeon: Castle Sentinel 

Minimum PC Level: 7 

Key Strategy: Spell protection items 

Story Progression: True story of the Underking 
Prerequisite Quest: Morgiah’s Wedding 

Next Quest: Totem, Totem, Who Gets the Totem? 

The King of Worms has a strange way of delivering a message. He 
sends a zombie with a letter shortly after you attain seventh level. 
However, the zombie attacks you. You must kill it to get the message. 
After acquiring the letter, you must travel to Scourg Barrow and wade 
through some monsters to get to the Hall of the Necromancers. 


Your quest from the King of Worms is to bring him the soul of a lich. 
Not just any lich —but a former prince of Sentinel whose spirit is cur- 
rently haunting its dungeons. When you bring the soul back to the 
King of Worms, he will tell you the true nature of the Underking. 


Tiber Septim did not conquer Tamriel alone. He had a trusted 
Battlemage Zurin Arctus. For reasons unclear to the King of Worms 
(although you will read about it shortly), Tiber betrayed his 
Battlemage. Zurin died, but his body lived on. The King of Worms, 
being a necromancer, seems rather nonchalant about this. After long 
decades of seclusion, Zurin resurfaced as the mysterious Underking. 


Barenziah’s Book 


Starts With: Queen Barenziah 

Dungeons: Orsinium, possibly Scourg Barrow 

Minimum PC Level: 9 

Key Strategy: Get to Orsinium quickly 

Story Progression: May learn Gortwog has the Emperor's letter 
Prerequisite Quest: Blackmail 

Next Quest: None 


Everyone does silly things when they are young. Queen Barenziah 
only did one. However, now it is coming back to haunt her. She made 


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Daggerfall’s Glory Road—The Complete Walkthrough 


private confessions to someone about various events in her life. And 
that individual decided to write about them. Unfortunately, someone 
found a few chapters and sold them to Gortwog, Warlord of the Orcs. 
If the chapters were made public, they would humiliate Barenziah and 
the Emperor. If you want more details, undertake the quest and read 
the chapters yourself. Barenziah has asked you to steal the manuscript 
back from the Orsinium citadel. 


If you take too long, the necromancers will steal the chapters from 
Gortwog. If this happens, Gortwog has one of his shamans perform a 
magical sending. The shaman tells you the manuscript is in Scourg 
Barrow. And Gortwog offers to pay you for its return. You now have a 
choice between giving the book back to Barenziah or to Gortwog. 
Whichever one you give it to will like you better, and the other will dis- 
like you. In either case, the necromancers will hate you. 


The better path is to get to Orsinium quickly, find the chapters, and 
take them to Barenziah. She will reward you with information, while 
Gortwog will only pay you, and you will have one less dungeon to fight 
through. Barenziah reveals that Gortwog himself has the Emperor's 
letter, although there is no point in searching Orsinium for it. She also 
mentions the Totem and Gortwog's ambitions to possess it. 


Starts With: Queen Akorithi 

Dungeons: Wayrest 

Minimum PC Level: 5 

Key Strategy: None 

Story Progression: May learn that Wayrest soldiers murdered 
Lysandus 

Prerequisite Quest: The Missing Prince 

Next Quest: The Ancient Watcher 


Queen Akorithi sends you a letter asking you to attend her. She 
directs you on a quest to find a magical painting hidden in the depths of 
Castle Wayrest. The painting animates and depicts several Wayrest 
soldiers arguing with a Daggerfall soldier. One of the Wayrest men kills 
the Daggerfall man. Queen Akorithi refuses to explain this scene you. 


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The Daggerfall Chronicies 


The Daggerfall man is King Lysandus. In Helseth’s quest, he tells you 
that Wayrest advisors met with Lysandus just before the battle at 
Cryngaine. A clever player would put these two stories together. 


Orcish Lmancipation 


Starts With: Mynisera 

Dungeons: Orsinium 

Minimum PC Level: 5 

Key Strategy: None 

Story Progression: The Totem has been found, Lord Woodborne has it 
Prerequisite Quest: The Emperor's Courier and Morgiah’s Wedding 
or Barenziah’s Book 

Next Quest: None 


While Barenziah and Morgiah can tell you that Gortwog has the 
Emperor's letter, only Mynisera can make a treaty with the orc 
warlord. Mynisera gives you a letter promising to aid Gortwog in 
his fight for a free and neutral orc nation —if he will return the 
Emperor's letter. 


Gortwog “allows” you to fight your way through Orsinium 
* to find his letter. The letter is addressed to Mynisera, then 
& Queen of Daggerfall, and it warns that the Totem 
ee of Tiber Septim has been found by Lord 
De Woodborne, a noble of Wayrest. Since the 
Emperor has little influence 













SLE (pe ~ es over that court, he is asking 
BE gee Mynisera to try to persuade Lord 
On a “~~~ Woodborne to relinquish the 
Totem to the empire. Unfortunately, 
this letter never got to Mynisera. 
Instead, it went to Queen Aubk-i. 
Later on you will learn that the 
Totem was stolen from Lord 
. og j _ Woodborne and is now in the 
C4 : (=. Yga=$e. dungeons of Castle Daggerfall. 
* Y GSS Gee, I wonder how they 
‘Ficibie knew he had it? 
cF 


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Daggerfall’s Glory Road—The Complete Walkthrough 


The Ancient Watcher 


Starts With: An agent of the Underking 
Dungeons: Castle Llugwych 

Minimum PC Level: 8 

Key Strategy: None 

Story Progression: Location of Lysandus’ body 
Prerequisite Quest: Painting the Truth 

Next Quest: Lysandus’ Revelation 


The Underking is quite protective of the Blades. When he was still 
Tiber Septim’s Battlemage, the Blades were Tiber’s personal guard. 
Four centuries later they are loyal to the empire and its emperor, but 
even more loyal to the ideals and code of Tiber Septim. Though the 
Underking may have been betrayed by Tiber Septim, he still believes 


in his ideals. 


The King of Worms has planted a cursed magical item in Castle 
Llugwych, the fortress headquarters of the Blades. The Underking’s 
agent asks you to retrieve it and bring it to him. This will eliminate a 
threat to the Blades and spoil the plans of the King of Worms. The 
agent removes the curse and lets you keep the item as your reward. He 
also tells you that Lysandus was buried in a secret tomb in Menevia. 


icdora’s Freedom 


Starts With: Medora 

Dungeons: Direnni Tower and Shedungent 

Minimum PC Level: 8 

Key Strategy: Be prepared for undead, particularly vampires 
Story Progression: Free Medora 

Prerequisite Quest: The Missing Prince 

Next Quest: Dust of Restful Death 


Hell hath no fury like a woman cuckolded. King Lysandus took 
his court sorceress, Medora, as a lover. Queen Mynisera looked 
the other way for years. Then Lysandus made plans to abandon 
the throne and run away with Medora. When Mynisera found out, 
she banished Medora to Direnni Tower and magically bound her 


© 1996 Bethesda Softworks 20s 


The Paggerfall Chronicles 





there. Since Mynisera is not a sorceress, rumors abound about 
whom she might have got to cast the spell and how much it 
cost her. 


If you wind your way through Direnni Tower, you will find 
Medora in a small but comfortable room. There, she will tell you 
that the horn of the great unicorn can free her. Only Nulfaga, in 
Shedungent, has one. Since Nulfaga is insane, you will have to search 
Shedungent for the horn. 


Dust of Restfil Death 


Starts With: King Gortwog, Warlord of the Orcs | 
Dungeons: Random | 
Minimum PC Level: 10 | 
Key Strategy: Be prepared for undead 

Story Progression: Get dust to soothe Lysandus 
Prerequisite Quest: Medora’s Freedom 

Next Quest: Lysandus’ Revelation 


you ina vision. She tells you that Gortwog has the Dust of Restful 
Death that will soothe the spirit of King Lysandus. Therefore, you 
have to go to Gortwog. 


| 
This quest does not actually start with Gortwog. Medora speaks to | 
| 


Gortwog reveals where the dust can be found—in a dungeon crypt 
nearby. However, his price for this information is Medora’s support for 
“the heart of Tiber Septim.” This is actually a reference to the Mantella. | 
Since Medora is more concerned about Lysandus than she is about a 
world war in Tamriel, she will gladly agree. 






The dust is wrapped in an old letter written by Gortwog. It hints that _ 
Gortwog tried to save Lysandus by ambushing the Wayrest assassins. 
When you bring Medora the dust, she tells you it will take a month to 
prepare. Go away, do some random quests, win some treasure, then 
come back. When you do, you'll receive another quest. 


© 1996 Bethesda Softworks 








Daggerfall’s Glory Road— The Complete Walkthrough 


Losandus’ Revelation 


Starts With: Nobody 

Dungeons: Direnni Tower and Lysandus Tomb 

Minimum PC Level: 10 

Key Strategy: Don't lose the dust 

Story Progression: Get the dust to calm Lysandus’ ghost 
Prerequisite Quest: The Ancient Watcher and Dust of Restful Death 
Next Quest: Lysandus’ Revenge 


This quest starts a month after the Gortwog quest. Medora has fin- 
ished preparing the Dust of Restful Death, and you can pick it up. She 
tells you that the dust will only calm Lysandus’ ghost, not exorcize it. 


Only Lysandus knows what will appease him and send his spirit back to 
Oblivion. 


Medora has no idea where Lysandus’ tomb is found. You have to find 
that out from The Ancient Watcher quest or the Elysana’s Betrayal 
quest. Once you get to the tomb, just click on the casket. The dust is 
used automatically. Lysandus’ ghost appears and tells you that Lord 
Woodborne is the assassin. The spirit only can be exorcized if Lord 
Woodborne is slain or suffers a massive reversal of fortune. Lysandus 


will mark Woodborne Hall on your map of Wayrest. 


Lysandus’ Revenge 


Starts With: Nobody 

Dungeons: Woodborne Hall 

Minimum PC Level: 10 

Key Strategy: Use nondestructive spells on Woodborne first, or just 
go get his journal instead 

Story Progression: Lysandus’ ghost is avenged and exorcized, 
Nulfaga is made sane . 

Prerequisite Quest: Lysandus’ Revelation 

Next Quest: None 


© 1996 Bethesda Softworks 203 





The Daggerfall Chronicles 


204 


Nobody will prompt you to start this quest. By now you should 
know what you have to do. Get into Woodborne Hall and kill Lord 
Woodborne. Lord Woodborne looks like any other knight, so be care- 
ful. When you first strike Lord Woodborne, he casts three spells: spell 
reflection, shield, and heal. If you are a spell caster, hit him with all 
kinds of nondestructive spells first. No matter what your skills, don’t 
waste an item use or spell on the first attack that will inflict damage. It 
will just get healed. 

Actually, there is an alternate strategy. Lord Woodborne has a diary 
hidden away in his hall. Find the diary and give it to someone. Giving it 
to Akorithi will do nothing. She takes the book and burns it. Giving it to 
Aubk-i, Gothryd, or Elysana will severely lower your legal reputation 
and generate lots of assassins. Presenting it to Barenziah, Eadwyre, or 
Helseth results in the arrest and execution of Lord Woodborne. Giving 
it to Medora, Mynisera, or Nulfaga will cause Lord Woodborne to be 
slain by magic. Gortwog and the King of Worms just keep the book to 
blackmail Woodborne. Therefore, to complete the quest, you have to 
give it to one of these people: Barenziah, Eadwyre, Helseth, Medora, 
Mynisera, or Nulfaga. 

This quest is the last in the Lysandus series. Having successfully fin- 
ished it, you have completed half of the original mission given to you by 
the Emperor. All that is left now is the Totem series of quests. 


The Hiantella Revealed 


Starts With: Nobody 
Dungeons: None 
Minimum PC Level: None 
Key Strategy: Make sure somebody important likes you by now 
Story Progression: Learn about Numidium and the Mantella 
Prerequisite Quests: Orcish Emancipation 
Next Quest: None 

This is not really a quest, but rather a stage of the main story. When 
you have completed Orcish Emancipation, somebody may send you a 


© 1996 Bethesda Softworks 





Daggerfall’s Glory Road—The Complete Walkthrough 


letter. In fact, you may receive more than one message if several impor- 
tant people and groups like you. The letter tells you all about 
Numidium, and how Tiber Septim used this gigantic iron golem to 
forge his empire more than four centuries ago. He who holds the 
Totem controls Numidium. 

If one of these people or groups really likes you, information about 
the Mantella might be revealed. The Mantella is a massive green gem 
that is the heart of Numidium. It cost Tiber Septim his own heart to 
create it. The Totem alone is worthless. The Mantella must be placed 
within Numidium’s body to activate it. 


Elpsana’s Betrayal 


Starts With: Elysana 

Dungeons: None 

Minimum PC Level: None 

Key Strategy: Don’t take this quest unless you do not know the loca- 
tion of Lysandus’ Tomb 

Story Progression: None 

Prerequisite Quests: Orcish Emancipation 

Next Quest: None 


Princess Elysana is betrothed to Lord Woodborne. She may have 
even killed Lord Castellian for daring to court her and getting in the 
way of Woodborne’s plans. She is not a nice girl. Now she comes along 
and asks you to escort her cousin (actually a prostitute) to an unspeci- 
fied location. Supposedly someone will give you an item relevant to the 
Totem quest. Wake up! This is a trap! Run! If you perform this quest, 
there will be several attempts on your life. 


The only reason to accept this quest is if you have not run the 
Underking quest. One of the assassins has a note with him showing 
you the location of Lysandus’ Tomb. That is where Lord Woodborne 
has instructed them to dump your body. 


© 1996 Bethesda Softworks 205 


The Daggerfall Chronicies 


206 





Totem, Totem, Who Gets the Totem: 


Starts With: Lady Brisienna 

Dungeons: Castle Daggerfall 

Minimum PC Level: 14 

Key Strategy: Try to make sure that most people like you first, water 
breathing potions/spell 

Story Progression: Decides who will control great Numidium 
Prerequisite Quests: Lysandus’ Revenge, Soul of a Lich, and Orcish 
Emancipation 

Next Quest: Journey to Aetherius 

After the Lysandus’ Revenge, Soul of a Lich, and Orcish 
Emancipation quests are completed, Lady Brisienna sends you a letter. 
Gothryd has stolen the Totem from Woodborne and has placed it in 
Castle Daggerfalls treasury. Gee, | wonder how he knew Woodborne 
had it? Brisienna asks you to get it and bring it to her. 

At the same time, five other people are deciding what to do about 
you, the Underking, Gortwog, King Eadwyre, Queen Akorithi, and 
the King of Worms. If they like you, they will send you letters promis- 
ing vast fortunes if you give them the Totem. If they don't like you, they 


will send thugs to steal the Totem once you get it out of Castle 
Daggerfall. 


The Totem itself will speak to you when you pick it up. It warns you 
that only someone of the blood of Tiber Septim may wield it, and it lists 
those people as the five people above, plus King Gothryd and the 
Emperor, Uriel Septim. You have one year and one day to decide who 
you will give the Totem to. Otherwise, it will abandon you for a new 
owner. 


Decide who should get the Totem. Basically, you are deciding which 
faction will win the game. Your reputation with that group will soar. A 
word of warning —everyone will keep their promises except King 
Eadwyre. He takes the Totem and sicks his guards on you. Even 
Gothryd will give you a small reward if you return it to him. 


© 1996 Bethesda Softworks 











Daggerfall’s Glory Road—The Complete Walkthrough 


Journey to Actherius 
Starts With: Nulfaga 
Dungeons: Shedungent and the Mantellan Crux 
Minimum PC Level: 14 
Key Strategy: Have lots of levitation ability 
Story Progression: Wins the game for your chosen faction 
Prerequisite Quest: Totem, Totem, who gets the Totem? 
Next Quest: None 


This is the final quest in the Totem series, and most likely the end of 
the main storyline. Once the Totem has been given to someone, you 
can visit Nulfaga. Only Nulfaga can transport you to the Aetherius (an 
alternate dimension) where the Mantella has been hidden. 


Once there, your goal is to click on the Mantella, a huge green gem. 
The winning animation for the holder of the Totem will play. 
Numidium rises to do the bidding of its new master. For all winners 
except the King of Worms, the Underking flies out of his crypt to 
reclaim his lost heart. This grants him the death that he has so desper- 
ately sought. It also destroys the great Numidium. The Totem holder 
does get to use Numidium long enough to translate it into incredible 
political power. The King of Worms uses the Mantella to make himself 

_ into a god. Thus ends the tale of Tiber Septim’s Battlemage and the 
great Numidium. 





© 1996 Bethesda Softworks 207 





Pe ee eee 


Che Pongeons 


The majority of Daggerfalls dungeons are built randomly. However, 
most of the dungeons used in the main story are custom-designed. 
You will see sights in these custom dungeons that exist nowhere else 
in the game. 

There are a dozen such unique dungeons in Daggerfall. Each is 
partially described below. Ordinarily, you might expect to see complete 
dungeon layouts. We have one teensy weensy problem with that in 
Daggerfall. These dungeons are three-dimensional. That means that the 
paths wind in and around, over and under, and even through each other. 
There is no single view that would show the complete dungeon layout. 
In fact, it would take 10 times as many pictures to show the complete 
dungeons! This sample picture gives you an idea of how bad it can get. 


) 1996 Bethesda Softworks 





The Daggerfall Thronicies 


Monsters: Rats, bats, thieves, skeletons and imps 


Important Characters: You! 
Quests: None, but it’s the dungeon you begin the game in. 


As the game opens, you have been shipwrecked and crawled into a cave. A 
mudslide seals your entrance to the sea. You are left with one weapon and an 
unexplored dungeon from which you must escape. 


You start at the bottom of Privateer’s Hold. (A) In general, just keep going w 
The first room after the cave has a rat in it. (B) You can fight the creature or just 
run past it up the stairs. To take the quickest exit, follow the corridor around, gO 
up the second set of stairs and into the room with the U-shaped table. (C) Keep ~ 
in mind that exploring this dungeon fully can be quite profitable. 


The lefthand door leads to the throne room. (D) There are two ways to go 
from here. These screen shots show the most exciting path—straight up the big 
steps. At the top is a skeleton, (E) which can be a tough opponent for many char- 
acters. Once it is disposed of, climb onto the platform and click on the lever 
beside it. (F) You will ride up to the balcony overhead. (G) 


The alternate route is through the secret door to the left of the big staircase. 
(H) Just keep going straight and head up the steps. You will emerge through 
a door right at the balcony without ever 
having to face the skeleton. 


Privateers Hold, Level I~ 


© 1996 Bethesda Softworks 





Once on the balcony, follow the corridor up and around. (I) Enter th 
_first door on the right. (J) This big room contains three monsters—a rat, a 
“bat, and an imp. If you are clever, you can get the imp to kill one of the otk 





© 1996 Bethesda Softworks 21) 


The Paggerfall Chronicles 


msters: Undead and human assassins 
portant Characters: King of Worms 
Quests: Morgiah’s Wedding, maybe Barenziah’s Book 


Scourg Barrow is the home of the King of Worms and his necromancers. The 
entrance looks like an ordinary mausoleum. There are seven stone coffins ina _* 
small room, and no obvious exit. (A) The lid of each can be opened by clicking” 

in it. Five of them are empty. The center left coffin, and the lone coffin at the ~ 
end have pits leading down deeper into the dungeon. The lone coffin at the end — 
is the false entrance, and only death and destruction can be found there. (B) 

he center left coffin eventually leads into the depths of Scourg Barrow. (C) 


Scourg Barrow, Level I 


© 1996 Bethesda Softworks 





The Dungeons 


Scourg Barrow, Level 2 


The Barrow is a simple dungeon, but is also the largest in all of Daggerfall. 
A single, large chasm runs through the middle of it. (H) The King of Worms: 
lair is directly below the entrance, although it will take a bit of walking to get 
there. (F) Morgiah’s Wedding will force you to find it. 


Barenziah’s Book may send you exploring the farthest reaches of Scourg 
Barrow. The book is hidden at the far end of the chasm. Just get to the floor of it 
and follow the chasm until it ends. (H) You'll find a tunnel on the right blocked 
by a porteullis. (L) Directly across from the tunnel is a secret door in the side of 
the chasm. (M) This is the only one of its kind in Daggerfall. In the cave room 
behind the secret door is a wheel set into the floor and guarded by a giant. (N) 
Clicking on the wheel will lift the portcullis. Behind the portcullis is a shabby im 
tation of the King of Worms lair. (P) This is home to a lich and his mummy se 
-vants. Barenziah’s Book is on the altar. 


Re 


© 1996 Bethesda Softworks 





) 


MH 





Scourg Barrow, Level 5 


Scourg Barrow, Level 4 





© 1996 Bethesda Softworks 


© 1996 Bethesda Softworks 








Scourg Barrow, Level 6 





The Dungeons 


The Baigerfall Chronicles 





uests: Concern for Nulfaga, Medora’s Freedom, Journey to Aetherius 


__ Shedungent has the distinction of being the most-used dungeon in the main — 
story of Daggerfall. It is the home of Nulfaga, mother to the dead King Lysandus.” 
_In Concern for Nulfaga, you have to get to Nulfaga. (H) What is most frustrat= 
“ing is that she is right behind the door that you see when you first enter the — 
‘place. However, you have to walk all the way around, through, over, and under 
" to get to her. Or do you? While there is an easy path to reach her going to the 
_ right, there is an even easier way to get in. Next to the door you first notice is a 
’ Daggerfall banner. (A) If you click on it, it asks for the password in a melodra- 
matic fashion. If you answer “shut up,” the door will open automatically. Nulfaga™ 


herself will give you this shortcut — but only after you cure her of insanity in 
Medora's Freedom. 


Shedungent, Level 1 


© 1996 Bethesda Softworks 





The Dungeons 


Shedungen t, Level 2 


Taking the right-hand path will result in a lengthy, but easy road to Nulfaga 
as well. Just before you get there, two portcullises—one after the other—will 
block your way. (D),(E) Go back to the locked door that you can see from the 
first portcullis. (F) Behind it is a room, guarded of course, with three levers. 
Pull the outer two and the portcullises will rise out of the way. 


The Great Unicorn Horn is hidden in Shedungent. The fastest way to get 
there is through Nulfaga’s audience chamber. The map picks up juston the 
other side of it. Follow the winding path around and up. Near the top, you'll see 
a dead end corridor with a connecting tunnel floating in air above it. Clicking 
the torch at the base of the dead end will cause the connecting corridor to slide 
into place. You can now get into the upper rooms where the Great Unicorn ~ 


me ‘Horn is hidden. 


© 1996 Bethesda Softworks 





The Paggerfall Chronicies 


Shedungent, Level 5 


Shedungent, Level 4 





218 © 1996 Bethesda Softworks 


The Dungeons 


mportant Characters: King Gothryd, Queen Aubk-i, and the court of 
gerfall 


nd easy to reach. The other is a longer trek away, and is huge. Guess which one © 


1s 


you have to find? The false treasury is heavily trapped, so avoid it. The door on 


~ the left side of the throne leads most directly to the main treasury. (C) Fooling 
with the locks will activate the guards, so be quick. 


The main treasury is an elaborate trap. You will find the Totem of Tiber 
‘Septim in one of the vaults hanging from the ceiling. (K) However, you will not 
be able to get to it. The only way to get to it is to jump into the water 
below. (L) One of the eight exits leads to an underwater room with an ice 
antronach guardian. (M) There is a wheel there that will bring down the 
treasury. Unfortunately, by bringing it down, it traps you underneath . 





) 1996 Bethesda Softworks 219 








The Paggerfall Chronicles 


on the left chain can be quite painful. Clicking on 
right one teleports you back out to the main treasury 
but the floor is distressingly far below you. Clicking 
e middle one is just right. It teleports you to a safe 
pot in the large room. From there you can see a lever 
top of the treasury block. Pulling the lever will raise 
bars in two of the vaults, one of which has 





Castle Daggerfall, Level 2 





220 © 1996 Bethesda Softworks 





The Dungeons 





Castle Daggerfall, Level 5 





The Paggerfall Chronicles 


te i 
Be onsters: Undead, particularly vampires 


a 


Quests: Medora’s Freedom, Dust of Restful Death 


Medora's Tower has the single largest room in all of Daggerfall. The tower 1 


here are many ways out of the tower. However, you want to go throug ) 
ip door in the floor. (A) Unfortunately, it is locked. Dungeons being what 
they are, the only way to open it is at the top of the tower. Of course, where 
Id the trigger be? Set your sights on the stairway opposite you. (B) Climb 
the top of the steps. (C) Behind the door is a room with a fireplace. (D) 





bis i) 


1996 Bethesda Softworks 


The Dungeons 


Ince under the tower, follow the path as it bends and twists. You wil go 
h a pyramid room. (F),(G) On the opposite side of the room, climb up 
le steep corridor. (H) Wind your way through the mini-maze and head down 
e stairs. (1) You should be seeing the Direnni banner hanging on the walls 


_ Near the end of the dungeon, the way is blocked. In fact, it is blocked by 
“small maze of stone plugs. (J) There are four levers, one on each side of a 
support pillar, (K) which raise and lower these plugs. Pull only the levers 
that are opposite the Direnni banners. This will open the w ay to Medora’s 
" private chambers. (L) 


Direnni Tower, Lev 











The Paggerfall Thronicies 


Direnni Tower, Level 4 





) 219 





The Dungeons 


Direnni Tower, Level 6 





© 1996 Bethesda Softworks 225 


The Paggerfall Chronicies 


Monsters: Humans 


“Important Characters: King Gothryd, Queen Barenziah, Princess Morgiah, 
© Prince Helseth, Princess Elysana, and the court of Wayrest 


Quests: Painting the Truth 


The dungeon of Castle Wayrest lies through the throne room. Once in the 
great hall beyond it, take the farthest door on the right. (A) Go up the stairs 
(B) and into the room. To get past this portion of the dungeon, you will need to_ 
“use three teleporters. (C),(D),(E) Each is a red brick doorway —close to . 
' where the previous one exited. 


After the third teleporter, follow the corridors around to the door to the 
~~ west. (H) This leads to a sewer tunnel. (I) Hidden under the water is a tunnel to 
*asmaller sewer section. Go up through the stairs (K) and through the small win- 
dow. (L) You may have to try it a few times. Try crouching and jumping or 
crouching and climbing. 


Keep moving up and up. (M) Then go down. (N) Eventually, you will reach 
the treasure room where the painting is kept. (P) 
Return to the 
teleport area. (F) In 
the room across the 
hall from your last 
teleport destination, 
find the secret door 
- on the east wall. 


Castle Wayrest, Level 1 


© 1996 Bethesda Softworks 





The Dungeons 


brick teleport doorway, (T) which takes you to a fountain room. (U) A corridor 
leads down to another teleporter. (V) After teleport- 
_ ing, find the secret door on the south 
wall. (W) Wind to the right to the final 
teleporter, (X) which returns 
you near to where you first 


teleported. (C) 


Castle Wayrest, Level 2 


© 1996 Bethesda Softworks 





aggerfall Chronicies 


The 


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Castle Wa. 





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Castle Wayrest, Level 6 





Monsters: Humans 


’ Important Characters: Queen Akorithi, Prince Lhotun, and the court of 
- Sentinel 
Quests: Soul of a Lich 


‘Sometimes it feels like the hardest part of Castle Sentinel is getting to Queen, 
Aicorith: herself! Her throne is farther away from the castle entrance thana any » 
Other ruler’s throne. As you enter Castle Sentinel, a guard gives you directions ~ 
to the throne. Part way there, another guard directs you yet again. 


When you get to the actual throne room of Queen Akorithi, (C) you'll 
"discover that the entrance to the dungeon is the door on the right. (D)It leads 
~ to an elevator (E) and then a long hallway. (F) The hallway corkscrews 
around and down. (G) 


When you come to an elevator shaft, (H)ride it only to the mid-level exit. (1) 

_ Get off quickly and pull the lever in the room. (J) Then go back to the elevator 

‘and ride it all the way to the top. (K) Once up there, you will see your goal. You 

want to go through the doorway bordered by the banners. (L) Unfortunately, it 
is out of reach behind magical blue bars. To reach the lever that lifts the bars, 


7 you will have to find and pull a series of levers in exact sequence. 


Castle Sentinel, Level 1 


© 1996 Bethesda Softworks 





The Dungeons 


. Cavtle Sentinel, Level 2 


Cross through the room and go down the elevator shaft on the other side. 
(M) When you get to the bottom, do not pull the lever on the floor! (N) Nasty 
things will happen. Travel down the hall, to the right, and then go up the elevate 
shaft. (O) There are two openings off this shaft before you reach the top. The — 
first leads to a trap. The second is the one you want. (P) It leads to another shaft 
which leads back to the top level. Follow the corridor around to the east and pull 
that lever. (Q) Retrace your steps from here to the top of the elevator shaft. — 


You aren't done yet. Head north to the central room. Because of all your 
lever pulling, you can now walk through the north exit. (R) Travel down the 
shaft and pull the lever at the bottom, (S) then get back to the gate room. You 
are almost done. Take one last trip down to the lowest level using the southern” 
elevator shaft. Pull the lever at the east end of the corridor, then ride the eleva- ~ 
tor back to the top. The blue bars blocking the bannered doorway are gone. T 

+ lich is in the room at the end of the corridor. (T) 


© 1996 Bethesda Softworks 





The Paggerfall Thro 


© 1996 Bethesda Softworks 





¢ Dungeons 


Castle Sentinel, Level 5 


Cautle Sentinel, Level 6 


1996 Bethesda Softworks 





1996 Bethesda Softworks 


N 
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The Dungeons 


stle Lugupch 


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“Monsters: Humans 
’ Important Characters: None 
Quests: The Ancient Watcher 


You enter Castle Llugwych through an outer foyer. Go into the main hall 77 
and through the doorway opposite from where you entered. (A) This leads toa 
corridor that winds its way up and around, (B) eventually coming to a room, (O) 
Cross through the room to the other side. 


More tunnels curl around the room (D) and then over the top of it. (E) Just” - 
keep on following the halls as shown in the pictures. (F) Near the final room, 
you will cross the bottom of a short elevator shaft. (G) Just keep on going. Ina 
small room (H) not far from there is a lever which opens a secret door farther 
~ down the hall. (1) Behind the secret door is a second lever that opens the doorto 
the final room. Go back to the short shaft and up through it. You now have clear 
access to the final room. (J) 


© 1996 Bethesda Softworks 





The Paggerfall Thronicies 


Castle Llugwych, Level 5 





230 © 1996 Bethesda Softworks 


The Hungeons 





Monsters: Orcs, orc sergeants, orc warlords, orc shamans, orc cooks . . . 
Important Characters: King Gortwog 
Quests: Orcish Emancipation and Barenziah’s Book 


Orsinium is home to the orcs and King Gortwog. You will find Gortwog 
in the first large room of Orsinium. (A) Unlike the other castles, all the orc 
guards do not hold their fire. In most cases you will have to kill one of them 
‘before you can talk to Gortwog or enter his dungeon. 


At the back of the main hall are two exits. You want the one on the left. — 
(B) Just keep following the corridor up and around. (C),(D) When you get to 
the pyramid room, (F) step into the fountain in the northeast corner of the 
room. (G) This will teleport you onto the platform above the pyramid well. 
_ (A) Once there, take the left-hand staircase up and into the maze. (I) 


Fortunately, you do not need to negotiate the maze. Just follow the 
right-hand wall and duck into the first doorway. (J) Follow the corridor as it 
winds up and around (K) through a couple of natural caves. (L), (M) Beyond 





© 1996 Bethesda Softworks 








The Paggerfall Chronicies 


Orsinium, Level 2 


the caves, follow the tunnels down and around. (N) Keep going down and you | 


will enter an arena, and the object of your desire —the Emperor's Letter—will > 
be in the center. (Q) 

In the Barenziah’s Book quest, you have to go to a different part of Orsinium. 
The book is hidden inside the giant pyramid. First you have to negotiate the 
maze. Find the wheel, as shown in the pictures, and click on it. (R) This will 
unlock, but not open, the doors beneath the pyramid. Jump into the pyramid 
well and go to the east door. Behind it is Barenziah’s book. (S) 

To get out, pull the lever in the same room. Back out in the large room, a 
stair has been raised which will allow you to reach a wheel that is mounted on 
the side of the well. Clicking the wheel teleports you back up to the platform 

~above the pyramid. (H) 





238 © 1996 Bethesda Softworks 


© 1996 Bethesda Soft: 


The Dungeons 


hs 


Orsinium, Level F 








The Daggerfall Chronicles 


240 








Orainium, Level 4 








The Dungeons 


eedica? GP asale 
nous Comb 
“Monsters: Undead, of course 
‘Important Characters: None 
Quests: Lysandus’ Revelation 


Your goal is hidden deep in the sprawling crypt of Lysandus’ Tomb. Take the 

left door at the end of the entrance room, (A) and follow the corridor up and j 
around until you get to a glowing, floating skull. (B) Clicking on the skull will tele- 
port you to a torture chamber. (C) Exit through the northwest door and continu 

down the hallway, through another room, (D) and on around to the north until the 
corridor ends in a door. (E) Travel left through the door, then wind your way 
through several intersections until the corridor again ends in a door to the north. 
(I) Continue to follow the twisting path through a maze of passageways to a sec- 
ond large torture chamber. (H) The west door leads up a stairway (I) and eventu- 
ally to a door to the east. (J) 


You are now approaching the heart of the crypt. Walk through the door and 
wind around and down until you reach a shaft. (K) At the bottom, you will enter a 

_ corridor which circles the main burial chamber. The only door of interest here is 
the last one before you reach the ramp to the tomb’s upper chamber. (L) This door 

leads to a lever which opens a secret door. (M) Return to the corridor and enter 


© 1996 Bethesda Softworks 





The Daggerfall © 


amber, where ae sarcophagus redti (R) The northwest statue in the 
‘lower room will lift the floor back to the upper chamber. (S) 


To get out, return to the torture chamber. (C) Find the secret door on the north 


wall. Stairs lead down to a glowing skull, which 
will teleport you back to (B). 


Lysandus’ Tomb, Level 2 


© 1996 Bethesda Softworks 








© 1996 Bethesda Softworks =t) 


Lyéandus’ Tomb, Level 7 





24 © 1996 Bethe 





a Softworks 


The Dungeons 


Woodborne *all 


“Monsters: Humans 
~ Important Characters: Lord Woodborne 
~ Quests: Lysandus’ Revenge 


Lord Woodborne built this hall to withstand invasions. To that end, the ramp 
up into the dungeon has to be assembled by pulling various levers. Of course, 
if you can levitate, none of this is necessary. Or is it? Unfortunately, there is a 
locked door at the top that only opens when the last segment of the ramp is put 

"into place. (N) 

The first two levers can be found through the lefthand door next to the 
entrance. (A) Go down the shaft to the first opening. (B) Walk down the hall 
and you ll find a small room with the first lever. (C) Next, go back to the shaft 
and down to the bottom. (D) The second lever is hidden inside the room at the 


end of the hall. (E) 


The last two levers are behind the right-hand door near the entrance. (F) Go 
up to the top of the tall shaft. (H) Bend around, keeping to the right. When you 
see a door on the left, click on the torch nearby. (I) This will reveal a secret hall- 
way that contains a lever. (J) Go back to the elevator shaft and take a very short 





The Paggerfall Chronicles 


Woodborne Hall, Level 5 


trip down to the next level. (K) Just before the 
corridor takes a sharp left turn you'll spot a torch. (L) 
“ on i ane ewes secret door will open to Riis another lever. 





246 1996 Bethesda Softwork 





The Dungeons 


Woodborne Hall, Level 5 


The other way to deal with Lord Woodborne is to find his personal journal. | 
is closer to the entrance than Lord Woodborne himself, and it is therefore some= 
what easier to get. The first part of the journey is the same as the one to get to 
Woodborne. Turn where it is marked on the picture, (R) then wind your way 
down until you reach a shaft. (T) The corridor to the right is blocked by a stor 

lug. Ride the elevator to the top, then pull the lever to ride the elevator back. 
This same lever also moves the stone plug. Sneaky, eh? You can nov 


Iborne has hi adden his prvae journal, CU) 





© 1996 Bethesda Softworks 24/ 


Woodborne Hall, Level 6 


© 1996 Bethesda Softworks 





The Dungeons 


Monsters: Daedra, daedra, and more daedra 
" Important Characters: Clavicus Vile (a cameo appearance only) 
“Quests: Journey to Aetherius 


This is by far the strangest and most complicated dungeon in all of Daggerfal 
Itisalso the toughest. Be prepared when you enter it. There is no going back to 
town half way through. You will want a few devitate spells. 


The Mantellan Crux is divided into six chambers. The first five consist of sets 
"of floating objects in a sea of stars. Actually, the fourth chamber is surrounded 
by lava, but let's not be too picky about descriptions. Each chamber has a series 
_ of traps and puzzles you must solve to move onto the next chamber. 


Floating Island Chamber: 


This is filled with floating pieces of land. You start on the largest piece, hav- 
ing been teleported there by Nulfaga. Immediately below your feet is your goal. 
(A) Inside the floating island is a carpet. Standing on the carpet will teleport you 
to the next chamber. However, getting to the carpet is a little more difficult. 


The first thing you need to do is get to the small island way up over your — 
head. (B) To do this, click on the statue next to where you start. It casts a levitat 
spell on you. The lever on top of the small island will open a gate in the lower 


large island. (C) 


Now you need to get to the lower large island. Probably your levitate spell is 
still active. Otherwise, follow the path of small islands encircling the large start- 
ing island. (D) The small islands lead to a lever. (E) Click on the lever, and the 
last small island floats down to the lower big island. Hop on for a free ride. 


The large lower island has four floating doors. (F) The west door is booby 
_ trapped. The east and south doors will open gates in other areas of the chamber, 
To get to the next chamber, you only need to click on the south door. It re eals 
hole i in the wall—up ne near ave “ee; of the pebe (G) 


© 1996 Bethesda Softworks 








The Daggerfall Chronicles 


WR ante 


Mantellan Crux —Floating Island Chamber, Level I 


Before entering this hole, you must go inside the lower large island and pull 
the lever. (H) This will lift a hidden gate farther in. (I) The only way to get tot 
hole in the'stars is to use the levitate spell again. Use the elevator island to get 
ack to the large starting island and click on the statue. 


Once inside the hole in the wall of stars, you will find yourself in a series of © 
ong tunnels. (J) They eventually lead to a lever and some more of those blue 
bars. Pulling this lever opens a small section of hallway with three other levers 
in it. (L) Each lever raises and lowers a set of four gates farther down the hall.” 
Click on each of the levers once. Now click on the first lever (farthest from your 

~ goal) again. Down at the end of the hall is yet another lever. (M) Pulling this 
will open t the gate on your Sarat island. (A). You can now walk in and get 





230 © 1996 Bethesda Softworks 





The Dungeons 





The Daggerfall Chronicles 





Mantellan Crux —Floating Island Chamber, Level 4 





2 © 1996 Bethesda Softworks 


The Dungeons 


Mantellan Crux, Temple Chamber, Level 1 


Cemple Chamber: 


This features a large pyramid atop a floating island. Once again your goal is 
near at hand, but the path is far afield. You want to get inside the pyramid, which 
will teleport you to the next chamber. Of course, it isn’t that simple. 


To the left of the entrance is a stack of coffins, (A) and to the right is a small 
floating island with a lever. (B) Don’t bother going left. Left leads to the pyra- 
mid, and you can’t open it yet. Take the island elevator down. 


The pathway leads to a large, floating island. On it are several tombstones. 
(C) Three of them will do special things, and they are accompanied by ghostly © 
moans. One of the tombstones gives you an epitaph. The name on the stone, 
“Benefactor,” is important. The other two open gates, one inside the pyramid, 
~ and one leading into the interior of the floating island you are standing on. (D) 
" Having activated all the tombstones, (D) go down and around the floating 
Then go inside and pull the lever It opens the last blocking gate. 


© 1996 Bethesda Softworks 








The Daggerfall Thronicies 


Mantellan Crux, Temple Chamber, Level I 


Continue along the path of small floating islands. (E) When you get to the 


. . . . TY . . =! 
end of the line, there is an elevator island (F) that will take you up to the hole in 


the wall of stars. (G) In a room that lies past that, you'll see an ominous-lookin 
man. If you click on him, he demands you tell him his name. (H) His name ts 
“Benefactor.” This will open the trap door on top of the pyramid. (I) 


~ With the pyramid open, you can go down through it. At the very bottom isa” 
shaft. (J) Jump into it. When you land on the floor, you will get teleported tot 


2y4 








The Dungeons 


Mantellan Crux, Temple Chamb. 





Mantellan Crux, Temple Chamber, Level 4 


i 





250 © 1996 Bethesda Softworks 





Mantellan Crux, Inverted Shrine Chamber, Level 


Sverted Shrine Chamber: 


Upon first entering this chamber, you are presented with two choices. To the 
right is an elevator shaft, which you should ignore. To the left is an entrance into 
the wall of stars. (A) Head left, then follow the steps as they wind around to the — 
right (B) and lead you to the upside-down shrine. (C) 

There are four doors at the shrine. (D),(E),(F),(G) Walk to the right and 
enter the door on that side. (D) Inside, you'll spot a lever on the ceiling —which 
is actually the floor since this whole structure is upside-down. Clicking on the 
lever will open the box in the room on the opposite side. Go all the way around” 





© 1996 Bethesda Softworks 25 


The Daggerhall Chronicles. 





the shrine and into that door, (E) and click on the now-revealed lever. This 


_ Opens the door in the front of the shrine. (D) Now you can go in there and click 
on the blue obelisk. 


The obelisk will teleport you to a room with eight doors. (H) Most of these 
doors have monsters behind them, and a few have traps. The eastern door on th 
south wall leads to the exit. (1) Take it and keep going west. (J) You will end up — 

in the next chamber. 





258 © 1996 Bethesda Softworks 





The Dungeons 


The Daggerfall Chronicies 


fourth chamber has fiery walls. Two narrow stone bridges lead up to th 
sockets of a huge stone head. You need to get inside the head. 


ifter entering the chamber, click on the first small head you come to. (A) _ 
This is where the path splits. It will give you a cryptic warning that is also a clu 
Two of the small heads are facing the large head. You must click on these two to 
iter Pe lar Be head. The other smal heads are seats traps. 


u click on the fifth small head, (D) it will cast a healing spell on you. It is also 
he only small head looking directly away from the large head. 


Enter the large head, pausing to chat with the image of Clavicus Vile if you 


The correct answer ee you to a room full of skulls. (E) Find the skull 
hat is unique and click on it. The door will unlock. To avoid trekking all the way 
hrough the spiral, click on the middle skull on the shelf to your left as you are 





© 1996 Bethesda Softworks 





The Dungeons 





© 1996 Bethesda Softworks 261 


The Paggerfall Thronicies 


This is the last guardian chamber. Follow the staircase up, then take the stee 
"tramp down. From here, either jump down into the pit, (A) which teleports yous 


you can go no farther until you speak with the image of Glavicts ree in the roo 
at the end of the upper hallway. (B) 


Clavicus asks you what weapon he favors other than the blade. For a clue, go 
to the left or right of Clavicus’ room and click on the armor you find there. This © 
will send you on a dangerous tour of the starry chamber, where the answer will 9 

_ become obvious. However, since you have the hint book, you can avoid that by ~ 
“just answering “crossbow.” 


Mantellan Crux, Sword and. Chamber, Level 1 





The Dungeons 


you ona Minis island pierced by a — sword. "The door high up on the north 
~ wall is your ultimate goal. (C) Unfortunately, the way is blocked by magical blu 
bars. Far below you is a giant crossbow, which will become important later, 


Nearby is a hole in the surface of the island. You may have trouble fitting i 
i. crouching first. A strange set of nt, he kesaat you. On the ceiling a 





205 





The Daggerfall Chronicies 


Mantellan Crux, Fiery Heads Chamber, Level 2 


reveal a smaller chest. Click on it, and it opens to reveal a white gem. Clicking on 
the gem drops the entire island, and you with it, down below the sword. 


Going back outside, you can now step across the islands to the notch in the 
crossbow quarrel. (D) While standing in it, click on the lefthand axe. You are 
shot up into the floating target overhead! (E) Simultaneously, the giant sword — 
will rotate down and make a sloped path for you to reach the door high up in 

the wall of stars. 





264 © 1996 Bethesda Softworks 





© 1996 Bethesda Softworks 


antellan Crux, Fiery Heads Chamber, Level 4 





The Dungeons 


The Paggerfall Chronicles 


pais the sword aa crossbow chamber, (A) you enter a confusing series 0 
yoms filled with monsters. Getting beyond them plac es you at the edge of a bal- 
cony in the last chamber. (B) This chamber is very simple to navigate. Just float 
sross to the Mantella and click on it. When you do so, Great Numidium comes 
“to, life. You are returned to Nulfaga’s side, and the winning animations play. 
tions! LO} have preapited The Elder Scrolls Daggerfall. 





200 


) 1996 Bethesda Softworks 


Sndex 


Bt ineit atc hems cabiv- nesses ieiaavteeesttetoens once ee ae 174 Charatan Claceerg ts <. ciara... setessetsivssnonsssesnth 17-21 
‘s itcp gee a 159-179 PRETO DE Sct otelcnvcssSectenesysossnceCitteassttt cage aae 18 
cc —  e 159 — SAME ond lscsa cao. cbtbcascs cccagateiaarccmneuet oom 19 
hel: Shite oe. 160 INSSASSTIT sere eMMetts «oe ssaseeMiscesesesesctonscansocesgeneay 18 

, ae. Se 161 Barbar tates tts .cnc-csiskeosssesecsssssenssssssvnahen 20 
Cie ee 161 ee et en 19 
Pekan Blade ociss..-..onssasezesmasgenersac-<s taasillagae 162 Battlemageesrreecineeeeervsenvntntenrentntane a 
Phe Mail, ot ee | dl se 162 Dorie anche cerrtrseeo ac iissey co ssnssecessesenssvseeenns 18 
tn ec. aa 163 Healer ..:Sicadttivert.vi.... voce ape eaieaaas Makes ssa. 20 
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i Boi. — te va ee 20 
Magia oPGlavinda VAIS 6 teen 165 | ee Se ae 20 
Meliiees’s Rags, ce ee as 165 Nightblade..............desanagdbersesecetesesensea 21 
Nagel pete. ee oe 166 Le: a 19 
a) Sci 166 BRIA. cetiisnss sons oceuad ade kuesupegarenae tae 18 
SB ae Ae ae cee 167 PSST CRIIAL on....-cciseasssihs--+.- neem ata 20 
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nee ete 102 | aera a 2 
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Battle of Cryngaine Field............ssssssseessecresee 182 WRN oa sad socigassocleces conspired 24 
oe esa 137-147 (‘ee ee 175 
eee one 61-63 Cee opmulac ........<...-.-cigmetirarsbencneg 150-152 


© 1996 Bethesda Softworks 267 





The Daggerfall Chronicles 


GARR Gols case scnasinrsinnzavrvetbasndeinaiees 148-150 
Courts-Crime and Punishment...........ccsssee000 102 
PE RTUIN OPiFaschc-nsesenesnssonerdgonnurtoensgleiethe 113 
MCT <sii iss teh eR ccaduinerocascdcasecoecenoteesdbnes 14 
EE oR RES San an 72. 
PAINE GE perce las ccsvesi laces snceencsudacnfeisaess 79-80 
Wieehes Coven. ..ccccuuoens-ni tetas 80-81 
Dark Brotherhood, The <sisisicsoeccscctsssesesssssvesenseses 6 
LE OS ie Oe 52-35 
ET RS Sue 88-89 
ENS ican ccaulles Sa MpEsyansenginws-nstenssvecnsti 64-67 
Dungeons 
OCGA Dngagerfalll ...i.cssiveis.co.s0ittBiagenieracsvih 219-221 
NEMA <i async an -scncdbutMagesibstbons 235-236 
Castle Sentinel.....cccsstosevse.s.sssosssavoseaveseness 230-234 ° 
ee WGA cancer maptinGticavtanessss 226-229 
Bari eT Also rccaes ae n.-n..-neonsssadeases 52 
ee 222-225 
ES SS eo 241-244 
PA ARCALUE- CIR bosacasiintissscsessosesssrstsensseseee 249-266 
Fiery Heads Chamber vessccecsssecsseevesessess 260-261 
Floating Island Chamber ...seessescesseessee 249-252 
Inverted Shrine Chamber .ccccccccssscsceceses 257-259 
MEARE a COBRIREE .5..0.+.00000000s.seessseeesnesesveae 266 
Sword and Crossbow Chamber s.ssccese0e-- 262-263 
Bettie CAMBER ........sseressenscnennsagareess 253-256 
Rocher sess cinissscavietacesansacesssnspon: 237-240 
(1 a a 210-211 
II isccace.--n--scsoncneeyedbBigiocnseess 212-215 
EO cesnesasesanvneoeacdqara i ilimenussie cent 49 
ee ee ae 54 
268 


Ee ke eR ber 216-218 
CRW. c can casenssspatteaiice-wuleastas 50-52 
WOO AIRMIH .csssicsssconssssssssselessacoree 245-248 
PFA casa ons edievacdeasalesvsteaseusivacelessoneealy 48 
Fighters (outline ........0s.:s.seccosscesssessnsssssaiis 41,86 
FR aie 1s Baa RP soso sisnsnvvsnsnnussidcenszeescobmeed 86 
Hactrn tis tiyctate eee nssecescecsscscdevensatten 30-36 
Court of Dageriallite ccsseis.sacccsisessseiscsesasensscnsd 36 
Faction Types........:ssssscsceien ene eps scan cut 52 
Rualer Tithesii:...ssi..cstescddtesacssvesc) 52 
Sample Temple :.cisczjiecssoxs.scsc-as Uae penets nsbs 33 
SBBOUPS..0....00s0.-cavesnnstcgaeevsvnns coin MCLEE. 32 
God/Goddesses sisis:sciigessceecs.ss:isseesencs sea PSTS 
by repiien:...,.-dactnestiokedneorsstconaighiaeies 12715 
Guild Rules (general) .........cssscssesseessecseesseess 83-84 
Hand to Hand Com bat...issetinscclliciss.ss heuer: 152 
Igeredien tigers injcttsn..h eee tsi ta onvnse 127-133 
Nee ANECL 5a. 0s cacetndssyos MS Ginn jonnstes 114-115 
Kimghtty Orders:ajj:2aet cron iter: -. <u 98-101 
Letters tes..5Riesssltediect en ee 64 
LaBAREATOPY -.:.--cse0-sesonesee.sssooseshentneiestaeen tai 73 
UE SOG Ba Dae fe sell 6 
PIONS 5 cassecsesicessosccdveveseseestessa eee 33-09 
Basics arid Sica .......,,..cscescmascacsuseerettessonscstire 85 
DAMEN AORS 26... .sccrsiniendstaeaooer oer een 113 
Prisgetcal Cin bat ..........-coynessenerssaroess aes 154 
DAM C Bar acters......:..<c0sMibscckeh elena d 189 


© 1996 Bethesda Softworks 





Monster slast s.sciiascarcranstudecsteigictercssvesxocty see Beasts 
Poisons and Wer s eer ettes Watiosesweeernerevree- 176-177 
Potié Maker timics......5. 1 Okemecne tials. ..a-.. 116-119 
Potion’ Recipes,..........0isssviiestieaiaWeeiesssensxs 119-127 
ROU CGES. ci csiane. Peaeesna cvevinyossaiclipeoeliga tire ohevtead 37-38 
Wirec Mette VOUT «Sos asey..s100n<tRpmenand Parmenter. 201 
AERA POOR sovcnsosisnesssnvarsanastavcvtvagannaetinsss 198 
Re oo Oe a a ee ve 193 
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te Soe ee. ea 38-40 
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Beuaria 6 Betriaapell svccsccscssonscssscn.svsctsosesstsienctee 205 
EE ae cet a ee a 194 
Biaperor dé Courith, Tbe <...cc0co+..nssssesssssososssosvess 196 
Aon ey bo ACEP ....assisvesseresnseronstenriasiascosess 207 
Tiydandus’ Revelation ....ssverssesssrersersescsessnensesees 203 
Wideamntttis RevennGiscivis..cizsanssonesosocvescsessesevssonets 203 
Mantella Revealed, The ..cccccccscscsssssessssessecseses 204 
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EN EE icc acsssecsessiessssesnesnseeesisses 199 
ek Se ee 198 
Totem, Totem, Who Gets the Totem? .......sss00000 206 
Agi Vea ee 149 
a SE er: 175 


© 1996 Bethesda Softworks 


Peepultation: ...cccsaeererswinaieeeads tes eer iiespcnntenoeit 40-41 
Poet bamnihy Tree <ige. atcar-......cilhns.eaceclowentaen 15 
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Savings PLOWS... «seceonsosdeseecesegnynesentpedepbges seuss 153 
SETS Ge, LT (6 ane POD I leo Ieee 180 
Signposts (information sources) «1... 29 
Skills and Advancement ......ccccccsscscsssseesceoees 42-43 
er  - 105 
ie ene ae nee 113 
Se a ea a 54 
RRERUES |. 5 cis0si0lscsas:sctte Sees ses séeseeestsesssseiteeneee 103 
Tamriel 
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IVA SaiAi a ce eo co ocasssnnnsceseag entra 92 
eT Os, ae, ee ee ee 96 
ZaRIE EAN, NE on cones cnsanceove>-cce Se 9] 





The Daggerfall Chronicies 


Thieves Guild, The 
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erase: LA its pe eeeeiees:. Ais -+.0as0scvShsccssosccetencaveseee 55 
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PE SGES 5 cinco ERR ROE, ae evesedTatash Eo 75 
AEST ee © Mor) Oe 173 


270 




















0” 95155 10780™ 9 


ISBN 0-929443-20-7